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OWbN Ventrue: Societies & Orders

A Sourcebook for One World by Night


Last Updated: 2015-01-22

OWbN Ventrue: Societies and Orders

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Table of Contents
HOWTHISDOCUMENTWORKS
PUBLICSOCIETIESANDORDERSOFTHECAMARILLA
THEHAGUE
MAJORVENTRUESOCIETIESANDORDERS
ASSEMBLYOFCOLORS
KNIGHTSOFTHEBLOOD
THEWHITECROSS
MAJORVENTRUEANTITRIBUSOCIETIESANDORDERS
THEBLACKCROSS
KNIGHTSOFTHEBLOOD(ANTITRIBU)
EXCLUSIVESOCIETIESANDORDERS
THECRIMSONSCEPTRE
THEHAWKROYALE
THESISTERHOODOFAMASTRIS
PLAYERCREATEDSOCIETIESANDORDERS
THEPROCURATORI
CONTRIBUTIONS

DISCLAIMER
This document is for supplemental purposes onlyno copyright infringement is intended. It is not intended for profit
nor official representation of White Wolf Publishing/CCP hf and/or their subsidiaries. Written information, including
all names, abbreviations, and anything related to White Wolfs World of Darkness and Vampire: the Masquerade
are copyright White Wolf Publishing/CCP hf. The creators, editors, and so on of this document do not represent White
Wolf Publishing or CCP hf, in any capacity.
The packets and guides are written and designed by One World by Night (OWbN) and are in order to specify
modifications to the system provided in our work, as deemed necessary by the organization pursuant to White
Wolf/CCP requests as part of Dark Pack guidelines.
Portions of this material are
(c) 2014 CCP, hf. All rights are reserved. For more information please visit
http://www.white-wolf.com or http://rpg.drivethrustuff.com.
2014. This document was written by Brian Orlando for use in One World by Night. For this reason, the individual
currently serving as the Ventrue Coordinator for One World by Night shall be considered a Licensor of this work (seen
here:
http://owbn.net/ventrue
). This work may be reproduced or redistributed in whole or in part without prior written
permission in accordance with the below noted Creative Commons Public License.
THIS WORK IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE").
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AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED. FOR INFORMATION ON THE LICENSE FOR THIS
WORK, PLEASE SEE:
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HOW THIS DOCUMENT WORKS


Each Group, Order, or Society will be formatted as follows:

NAME OF THE ORDER/SOCIETY


A quote related to the group goes here in italics

Stereotypes
Common stereotypes associated to other major groups by
the members of this Order/Society will be listed here, in
the sidebar.

Overview/History:
A generalized section giving information in what the groups history is and current status within
the Clan, what makes up their email list, and/or where the group commonly meets.
Address/Presentation:
Alternate form of address for a member of the Faction
Role Within the Clan:
Where the Group politically falls within the Ventrue.
Prerequisites to Join: Both the mechanical (if any) and role-playing rules to joining this Order/Society. The process of
being inducted should also be included.
Benefits of Membership
: If any. The email list will be clearly included in this section, along with any other benefits
specific to being part of this group.
Detriments of Membership
: If any. Also, which Societies/Orders this group allies with and who oppose them.
Prerequisites to Advance (and the level name, if any): How a member advances in the various levels of the Society or
Order (if there are other levels). These level will have descriptions of where characters fall in the hierarchy of the
particular group.
Benefits of Advancement (if any): The benefits for moving up to the next level in your Group or Society (if any). As
characters progress, they retain the rights and responsibilities from previous level(s), unless otherwise noted.
Detriments of Advancement (if any)
: The drawbacks of moving up in your group. There may also be social drawbacks
or flaws from allying yourself too deeply within one Society/Order over another.
Known Members & Important Locations:
A list of NPCs (Canon or OWbN) who are known to be part of this
Group/Order/Society, and any important locations to the group.
Media:
Inspiring sources of movies, television, and/or books to help express the feeling of the particular genre
Sources:
The published White Wolf sources used to help develop this groups write-up, with page references.

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PUBLIC SOCIETIES AND ORDERS OF THE CAMARILLA

The following section details societies which are known institutions of the the Camarilla. These groups
would be known to anyone with the proper amount of either Ventrue Lore, or Camarilla Lore.

THE HAGUE
Justice is incidental to law and order. - J. Edgar Hoover

Overview/History:
The Hague is regarded as a Camarilla institution, open for
any to join, though no one outside of Clan Ventrue has ever been admitted.
The public nature of the Society helps support the notion that the Ventrue are
the keepers of the law and what is proper. Similarly, if there is a question by
anyone of any clan as to how things
should be done, they may seek out a
Ventrue and, if possible, a member of The Hague for an answer. Each member
of The Hague has mastered both the laws of the mortal world and the
interpretations of the laws and edicts within Clan Ventrue and the Camarilla.
Ventrue and other members of the Camarilla - Elders, Princes, Primogen, and
sometimes even Justicariate members - seek the assistance of The Hague when
drafting new policies. Harpies sometimes allow for arguments to be presented
during matters of Prestation and Boon negotiation where members of the
Hague (and those Endorsed by the Hague) are employed by interested parties
to negotiate on their behalf. The Hague representative often extracts whatever
fee they deem worthy of their time and attention for these endeavors, though,
by tradition, Hague members are forbidden to charge fellow Ventrue for their
services.

Address/Presentation
: Those who carry the privilege of being Endorsed by an
Advocate of the Hague add the title, Esquire after their name. For example:
[Name], Esquire.
Those who hold actual membership in the Hague usually add The Right
Honorable before their names, while announcing their exact position after,
such as: The Right Honorable [Name], [Rank] of The Hague.

Stereotypes

Assembly of Colors: There is no


negotiation with the Law; Law is
immutable and timeless, not
subject to whim and need.
Hawk Royale: Their Order bears a
similar purpose to ours, yet bases
itself in the flimsy and fickle ways
of social order. Tradition and law
have their value highlighted when
placed next to the Hawks
Knights of the Blood: They are the
arm that swings the sword, but
often pay little heed to the mind
that wills the arm into motion;
Arms should not have will of their
own.
Order of the White Cross: I have
seen this among the dark
continents big game hunter's
lodges; Men proud of their
accomplishments and displaying
their trophies.

Role Within the Clan: The Hagues purpose is twofold. First, members serve as records-keepers, reporting and filing
away landmark decisions and every edict passed down from an individual in authority, to their subordinate(s). These
decisions are then catalogued and studied by The Hague. The Hague uses previous Camarilla precedent to argue
in-favor of Ventrue interests, and to assist Ventrue in gaining power and prestige - the world, over.
Second, and arguably more importantly, The Hague serves as unbiased consultants for those who are accused of
crimes, or for those Ventrue who have grievance with another Ventrue. Hague members may also serve as Judges at
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such Hearings, should an appropriate-level member of the Directorate be unavailable or unable.


Prerequisites to Join (Member): In theory, all any hopeful needs to do in order to apply to join The Hague is to send
an application for membership, and wait. Though the Hague does not necessarily deny applications for entry, some
hopefuls find that their application is pending review or in review for what seems like indefinitely. In actuality,
only those Ventrue who are found acceptable by a panel of Members are usually accepted into the Hague, and
assigned to an Advocate.
Applications to The Hague are collected by the Librarian, who then presents them to The Hague. If a candidate is
found suitable by an Advocate, that member nominates the Ventrue for entrance and the Librarian then forwards the
application to the Member Review Panel; a body composed of three Members and supervised by the nominating
Advocate. Once the panel reviews the application, there will usually be a short discussion period before the panel
makes its final decision. Decisions are expected within 1 month, but can sometimes take as long as 3 months.
As part of the review process, candidates are screened by several Members, or by the Advocates who supervise those
Members. The battery of questions and expected answers will usually require the interviewee to possess the
following qualities and/or abilities:

Verifiable Ventrue Lineage proving the applicant is a Ventrue


Academics x1
Law x3
Lore: Camarilla x3; or the Expert Ability: Camarilla Law x3
Lore: Ventrue x1
Resources x2

Benefits of Membership
: When accepted into the ranks of The Hague, the newcomer is considered a Member.
Membership entitles an individual to use the title "The Right Honorable" before their name, which signifies the
individuals legal expertise to members of the Camarilla.
All Hague members are entitled to access the impressive Library of legal information maintained by The Hague.
Members may use this information to perform research, so as to offer
Counsel
to members of the Camarilla seeking
legal guidance, though some materials may be considered restricted and require a senior member of The Hague to
access.
Members are expected to contribute to The Hague Library, and are often tasked by Advocates and above with
requesting information or reports from other Ventrue on matters within the Camarilla or the Clan which have a legal
component. Though many Ventrue do not go out of their way to furnish The Hague with this information, when a
Hague member specifically requests information regarding the outcome of a legal proceeding, they can usually expect
that most will offer up the information rather than drawing the ire of The Hague.
Hague members are often called on by plaintiffs, defendants, or judges during Ventrue Hearings in order to serve as
Counsel - those who assist the party involved throughout the length of a legal dispute. The Hague allows Members to
serve as Counsel to (or preside over) Hearings for any Ventrue who serves in the role of Whip, Sheriff, Scourge,
Keeper of Elysium, Eiren, or Quaestor; in addition to any Ventrue who does not hold a position in the Camarilla. In
cases where a Ventrue holds both a Camarilla and Directorate position, the higher title is almost always used.
Access to: Society-of-the-Hague@googlegroups.com

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Detriments of Membership
: Members are usually assigned to watch over those in his or her area who have earned
their Endorsement, collecting and filing reports on their legal activities. Since the personalities of those who may
obtain Endorsement can vary greatly, this can sometimes be quite a chore, but few excuses are
accepted for late
work.
Members may be dispatched by the Advocate to which they are assigned in order to track down witnesses, gather
information or reports from unpleasant individuals, or to deliver news or verdicts (usually bad) to aggrieved parties.
Finally, The Hague looks favorably on members who devote themselves to the practice of law, wholly and
unconditionally. Many superiors will advise new members against spreading themselves too thin, and members who
join other Societies often find their promotion opportunities stalled within The Hague.
Prerequisites to Advance (Advocate): Ventrue who have a proven
record of successfully representing The Hagues interests in the field of
Law and who have had positive reports and results in the field will
come under review.
A panel of Advocates, supervised by a Judge-Advocate, reviews the
case-files of the Member, sometimes calling the Member in front of
the panel to answer specific questions. Those who make a positive
impression on the panel are welcomed into the ranks of the
Advocates. In order to be taken seriously by the panel, it is suggested
that the interviewee possess the following abilities and backgrounds:

Academics x2
Law x4
Lore: Camarilla x4; or the Expert Ability: Camarilla Law x4
Resources x3
Lore: Ventrue x2
Legal Influence x3
Etiquette x2
Must have been a Member of the Hague (in good standing)
for at least 1 year (Active, IC)

THE COURTS
Rather than maintain a permanent system
of Courts and Judges, Clan Ventrue relies on
an ad hoc system of dispute-resolution
which is both simple and effective. When
one Ventrue has an issue with another of
equal or lesser station, and the two parties
are either unwilling or unable to come to a
resolution, a Hearing is sometimes
requested.
Traditionally, both members involved in the
dispute must agree to bring their case in
front of a neutral Arbiter, but a Ventrues
superior may sometimes highly suggest that
a Hearing is necessary, and since a
Ventrues superiors can usually levy many
punishments on their subordinates which do
not involve legal proceedings, many
concede.

Once the need for a Hearing is confirmed,


an Arbiter must be chosen who the two
disputants agree on. For disputes among
Benefits of Advancement (Advocate):
When an individual passes his
members of the same Regional Directorate,
or her review, that member is now considered an Advocate. The
while one who is considered equal in rank
Hague allows Advocates to serve as Counsel to (or preside over)
may serve, most always an Arbiter is chosen
Hearings for any Ventrue that a Member may provide services for, in
who is of superior rank to both parties
addition to: Primogen, Harpies, Seneschals, Archons, Aediles, Tribunes, involved. For disputes which span Regional
and Lictors..
boundaries, the same process is followed,
but it becomes more difficult to select an
individual who is considered neutral. This is
where The Hague is crucial. As neutral
parties, Hague members of appropriate
seniority can serve in the role of Arbiter for
most any Ventrue.

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Advocates of The Hague have authority to grant a member of the Camarilla, in good standing, the title of Endorsed
by the Hague. To do this, the member simply compiles a review of the individual, and presents it to a panel of
Advocates (and possibly Judge-Advocates) who will give sign-off on the decision, after putting the candidate through
an unofficial bar exam. Those who pass the exam are entitled to add the term: Esquire to their list of titles.
For
Ventrue, Endorsement is often seen as a precursor to Membership, but for Kindred of other Clans, it remains an
unbreakable glass ceiling.
An Advocate may endorse as many Kindred as they desire, thereby enabling them to essentially create their own
legal offices within the larger structure of The Hague, however, Hague higher-ups usually start becoming concerned
if an Advocate retains more Endorsements than half their permanent Camarilla status (with the absolute maximum
ever observed being the total permanent status of the Advocate).
Advocates may call for a Disciplinary Review Panel for any individual who claims Endorsement, or any Member of The
Hague.
Detriments of Advancement (Advocate)
: It is not unheard of for members of the Ventrue Clan to enjoy the privilege
of Endorsement at a premium, paid in boons, or other wealth. Though the practice of selling Endorsement in The
Hague is not specifically forbidden, going about it publicly is frowned on.
Additionally, the conduct of those that a member has Endorsed will reflect on the Hague official who presented the
Endorsement, originally. Advocates are advised to be cautious when selecting individuals for Endorsement, and
should remain vigilant, thereafter.
Prerequisites to Advance (Judge-Advocate): Ventrue who have represented The Hague in a positive manner, while
simultaneously managing a staff of Members and Endorsements or who have made decisions as an arbiter that have
had a lasting impact on the legal landscape of the Kindred-world are often reviewed for promotion to
Judge-Advocate.
A panel of Judge-Advocates, supervised by the Judge-Advocate-General, reviews the case-files of the Advocate and all
of those under his or her authority, usually calling the Advocate in front of the panel to answer questions about their
personal accomplishments and defeats, and the work of their team.
Those with positive reviews are promoted to the rank of Judge-Advocate. Many who have made good impressions on
the panel had the following skill-set, so it is highly suggested that, before an Advocate is presented to the panel, that
they possess the following abilities and backgrounds:

Academics x3
Law x5
Lore: Camarilla x5; or the Expert Ability: Camarilla Law x5
Resources x5
Lore: Ventrue x3
Legal Influence x5
Etiquette x4
Must have been an Advocate of the Hague (in good standing) for at least 1 year (Active, IC)
Must have at least 2 subordinates assigned to the Advocate for a significant length of time. These
subordinates may all be PC Members or PC Endorsements, or a combination of both.

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Benefits of Advancement (Judge-Advocate): When an individual passes review, he is now considered a


Judge-Advocate of The Hague. Judge-Advocates may offer Counsel to (or preside over) Hearings for any Ventrue
that an Advocate may provide services for, in addition to any Ventrue in the role of Prince, Praetor, Justicar, or
Strategos.
Judge-Advocates may also block or dismiss any Endorsement given by an Advocate under his or her assignment, and
may call for a Disciplinary Review Panel for a member of Advocate or lower.
Detriments of Advancement (Judge-Advocate)
: A Judge Advocate is responsible for the Advocates assigned under
him (and the Members assigned under those Advocates), and is ultimately held responsible for their conduct, and for
their continuing education and development. Judge-Advocates, like Advocates, may not necessarily be in control of
who is assigned to him or her, and their performance as Legal experts, the decisions they make and the advice they
give, is scrutinized much more strictly than those of the Advocates.
Judge-Advocates are often watched to ensure that they make decisions that are for the greater good. Due to this,
Judge-Advocates are sometimes chosen or dismissed based on their willingness to tow the party-line rather than to
make decisions which are based in the factual evidence, witness testimony, or other factors. Though such an
expectation would never be openly discussed, the implications are more than real enough for the Judge-Advocates to
remain in-line.
Known Members & Important Locations:

[NPC] Henri the Even-Handed Constantin Laroque, Judge-Advocate-General:


At the head of the Society is

the Judge-Advocate-General whose duties include leading The Hague and providing Counsel exclusively to
the Justicars and the upper echelons of the Ventrue, mainly on legal wording of proclamations. The
Judge-Advocate-General also appoints the Librarian of The Hague.
Henri Laroque began his adult life in the French Navy, and after achieving the post of Quartermaster,
discovered he had a knack for citing the rules and regulations of the Navy. An associate suggested that he
look into the Law; after a few short years apprenticing in a solicitors office he began to excel and started a
meteoric rise through the legal profession. He is known for a fair but strict temperament and insightful
rulings.
The Judge-Advocate-General may advise anyone inside or outside of Clan Ventrue, though his advice is
usually reserved for Justicars and Ephors. The Judge-Advocate-General is responsible for presiding over
Judge-Advocates, and is the only individual within Ventrue Clan who may preside over Judicial Hearings
involving the Ephorate - though such a thing has never occurred.

[NPC] Charles Stanforth II, Advocate; Secretary of the Hague:


The current Secretary of the Hague is the

embodiment of tradition. Stately and always impeccably dressed for the occasion, Charles Stanforth II has
dutifully served to record the minutes of The Hague and forward announcements to its members so that all
are well-informed and prepared to conduct themselves as the keepers of the law.

[PC OR NPC] The Hague Librarian


: The Librarian, usually a young Ventrue who has achieved the position of
Advocate and shows promise, is responsible for maintaining the Library of Precedence and Case Studies, as
well as maintaining a list of Esquires, Members and other member ranks.

[LOCATION] The Hague:


The Hague serves as the traditional meeting a place for members who convene for
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their yearly February meeting


to discuss precedents, and to dissect and discuss noteworthy cases; though
the Judge-Advocate-General has been known to periodically move the meeting location to whatever city
stands at the forefront of legal innovation. The Hague contributes substantially to international politics and
is home to over 150 international organizations, including the International Court of Justice and the
International Criminal Court.
The foundation of The Hague as an "international city of peace and justice" was laid in 1899, when the
world's first Peace Conference took place in the Hague, followed by a second in 1907. Tonight, The Hague is
the fourth major center for the United Nations, after New York, Geneva and Vienna.
Media:
A Few Good Men (1992), The Verdict (1982), 12 Angry Men (1957),
Sources:
CB:Ventrue (Revised) [WW2358], p.54;

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MAJOR VENTRUE SOCIETIES AND ORDERS

The following section details societies and orders which are fairly well-known inside of Clan Ventrue to
anyone with the proper amount of either Ventrue Lore. Some major societies or orders include
members of Clan Ventrue who stand outside of the Directorate, and some even accept Ventrue who
stand outside of the Camarilla.

ASSEMBLY OF COLORS
A real diplomat is one who can cut his neighbors throat without having his neighbor notice it. ~Trygve Lie

Overview/History:
Ventrue who excel in diplomacy may be admitted into a group
of specialists in the field known as the Assembly of Colors; each color
representative of a strategic alliance and relation with an individual Clan.
Formerly referred to as the Court of Many Colors, this group is more than just a
consortium of silver-tongued Blue-Bloods; the Assembly of Colors are an elite
cadre of diplomatic specialists.
Each Consul of the Assembly of Colors has, over years of focused effort (and
likely, favor-trading), developed a significant amount of contacts, connections,
and favors with various Clans; connections that are sufficient to withstand the
rigors of time. Whether serving as a calming voice asking for the unlife of a
clan-mate to be spared, or as a crucial mediator to defuse or avoid hostilities
before they begin, members of this group are viewed as the best and last chance
for a diplomatic solution and are a resource utilized by the entire Clan.
In the modern nights especially, as the Camarilla faces more perilous enemies,
Ventrue diplomats are called to quiet vocal opponents of public policy or to make
deals which solidify the Clans, and thus the Camarillas future. More than simply
amassing boons, contacts, and leverage of all kinds, Members are employed to
build - and often mend - bridges for the clan.

Stereotypes
Hague: Laws are simply a
framework, not a replacement
for common sense.
Hawk Royale: These Kings waste
time sniping at other Ventrue
and rumor-mongering when
their talents could be put to so
much better use.
Knights of the Blood: Be wary of
the Knights, they see war as a
means to an end, and the
end-game of war without
purpose is chaos.
Order of the White Cross: These
Knights are engaged in a deadly
game, for there can be no
diplomatic end when dealing
with beasts.

Address/Presentation:
Member of the Assembly of Colors or, less formal: Member of the Assembly
For those who sit as Consul, they additionally identify their membership as follows: Consul of [Color], where the Color
represents the Clan for which their membership applies; see below:

Consul of Black (Assamite / Children of Haquim)


Consul of Yellow (Brujah)
Consul of Brown (Followers of Set)
Consul of Green (Gangrel)
Consul of Grey (Giovanni)
Consul of Violet (Malkavian)
Consul of Orange (Nosferatu)

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Consul of Red (Ravnos)


Consul of Gold (Toreador)
Consul of Blue (Tremere)
Consul of Jade (Kindred of the East)

There are no Consuls for the Lasombra or Tzimisce. With the Anarch Revolt and the formation of the Sabbat,
relationships with these two clans are no longer publicly claimed to be represented by the Assembly; their
corresponding colors have fallen into obscurity from all but the Eldest Ventrue. Likewise, other bloodlines and
illegitimate lines of Kindred undeserving of attention are denied such acknowledgement, but not completely
forgotten by the Clans vigilance.
Role Within the Clan:
Members of the Assembly are sought for their skill at diplomacy, for their panache for
negotiating, or for their unique insight when a particularly volatile situation arises. When the need arises for
specialized connections within a specific field of expertise (read: Clan), Consuls are brought in to advise and possibly
even assist.
Prerequisites to Join:
This Society is open to Ventrue who are members of the Camarilla and have a verifiable
Lineage. All appointments, replacements, and removals of Members and Consuls are made by the Consul-General.
Applications and nomination-packages for appointments or replacements are usually brought to the Executive
Assistants attention. This compilation of documented diplomatic achievements are submitted by Clan Elders, Princes,
Primogen, or the highest-level Directorate member in the candidates region; they are then reviewed based on the
strength of candidate and his diplomatic accomplishments.
Benefits of Membership
: As diplomats, Members of the Assembly often have unique insight into gaining advantage
for the Clan through tested and proven diplomatic methods. The cornerstone of this insight is knowledge and the
collected members of the Assembly possess a wealth of such knowledge. Members are usually willing to share (read:
trade) their knowledge with other Members. This allows Members to enjoy access to Lores and information on other
Clans that may have been otherwise unavailable to them.
Additionally, the Members of the Assembly of Colors are free to ask for recompense for their unique services, unlike
The Hague. The Assembly has a limited number of Members, so it is important for those seeking assistance to
understand that their services are not to be utilized for trivial matters and that the time, resources and favors
expended in pursuit of a goal must be replenished.
Access to:
court-of-many-colors@googlegroups.com
Detriments of Membership
: For those Ventrue who claim membership in the Knights of the Blood, they may see their
future in this group to be extremely limited - for if they must swing a sword, they have failed shamefully at
diplomacy.
Additionally, to the higher-ups of The Hague, Members of the Assembly are viewed less than favorably. Like their
legal counterparts, Members are often called in to deal with situations as a final measure, usually after many other
methods and individuals have failed. At times, a Member may resort to methods of negotiation and resolution that
are not strictly legal, or that could be seen as threatening to the integrity of the Camarilla and its laws. Hague
members who also claim Membership in the Assembly of Colors may have their chances of promotion significantly
diminished.

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Prerequisites to Advance (Consul):


Promotion from Member to Consul is a right enjoyed by the Consul-General and
Vice-Consul-General, though rumor has it that the Executive Assistants recommendations are always strongly
considered. When a Member has displayed significant ties to a specific Clan and has proven his or her expertise over
all others, that Member is advanced to one of the Consul positions.
Only one Consul exists for each color at any one time.
The biggest qualifier for this elevated position is significant role-play milestones and events, such as negotiating a
treaty or administering (on behalf of a Clan) at a Court or Conclave. Any of these events may garner the Member the
attention and praise he or she needs to advance to the role of Consul. Such events have sometimes turned out to be
an audition themselves, unknown to the candidate at the time!
Benefits of Advancement (Consul)
: Consuls are Ventrue who have displayed a veritable arsenal of leverage with
which to bargain (boons, out-of-clan prestige, lores, debt of gratitude merit) as well as the aptitude for continuing to
curry favors with a specific Clan.
The Consul-General usually takes personal interest in the Consuls, and their development as a diplomat and Ventrue.
At the discretion of the Ventrue Coordinator and with the approval of the Storyteller, the Consul may purchase the
Background:
Mentor
in the Consul-General to represent this relationship.
Detriments of Advancement (Consul):
Only one Consul exists for each color at any one time. This means Consuls are
constantly under pressure to keep their diplomatic ties strong. Consuls understand, should another Ventrue with
better connections rise to the eyes of the Assemblys elders, their position would be replaced - without hesitation.
Known Members & Important Locations:

[NPC] Democritus, Consul-General


: The first elected Ventrue Justicar, Democritus is renowned for his
scientific approach to politics, diplomacy, negotiation, and for his zen-like maxims. Expressing that equality
is everywhere noble, Democritus created the Assembly on the belief that those in power should take it on
themselves to aid those in-need, and of those who have met him, many consider Democritus to be the most
calm, rational, and level-headed individual that they have ever met. Democritus heads the Assembly of
Colors from his (secret) office in Geneva.

[NPC] Anushin-Rawan, Vice Consul-General


: Since establishing the entirety of the island of Yiaros, her
personal haven and domain, as an Elysium where all Kindred of the Camarilla are welcomed freely,
Anushin-Rawan, the Lady of Yiaros has gained much status and fame. This, and her Reputation as the
Champion of the merits of Elysium have helped Anushin-Rawan advance to Vice Consul-General of the
Assembly of Colors. Meetings of the full Assembly often take place on Yiaros.

[PC or NPC] Executive Assistant to the Consul-General:


This Assistant serves both the Consul-General and

the Vice Consul-General and is responsible for taking submission of nominations-packages for Consul
hopefuls; ensuring that any necessary correspondence sent to the Consul-General or Vice Consul-General is
prioritized and complete; and for making announcements of new Members and Consuls. The Assistant also
ensures that agendas are distributed and that all members are contacted when face-to-face meetings are
required.

[LOCATION] Island of Yiaros, Greece


: The Island of Yiaros is the traditional meeting place for the Assembly
of Colors with Anushin-Rawan moderating most of the actual meetings of the Assembly. Due to several
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major events in previous years, the Assembly has been meeting more frequently, with an Annual all-member
meeting on October 24th, a date commemorating the Peace of Westphalia. The entire Island of Yiaros is the
personal Domain of Anushin-Rawan and is considered Elysium.
Media:
Arts of Power: Statecraft and Diplomacy by Chas w. Freeman Jr. (1997); Rome, Season 1 (HBO Mini-Series,
2005); Charlie Wilsons War (2007);
Sources:
CB:V (WW2058), pgs.46, 64; CB:V[R] (WW2358), pgs.58-59, 99;

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KNIGHTS OF THE BLOOD


In times of war, the law falls silent. ~Cicero
Stereotypes
Overview / History:
In years before the Camarilla, during the Dark
Ages, the Knights of the Blood were the militant extremists of the
Ventrue. The Knights of the Blood were well-known for their brutal
methods and as staunch believers in the divine right of Kings -
the
belief that one group was destined to rule over another.
The Knights attitudes and beliefs, however, ran counter to the
ideology of the Camarilla and by the end of the Anarch Revolt, the
order was broken. All surviving Knights of the Blood now claimed
allegiance with the Sabbat, as Antitribu.
Centuries later in the late-1990s, as the Ventrue of the Camarilla
struggle to stay in control, those at the highest levels of power called
for more and more radical methods of ensuring control in the
turbulent and uncertain Modern Nights. It was in this moment that an
ancient and mysterious Elder stepped forward to provide this radical
solution - the Grand-Master of the Knights of the Blood.

Assembly of Colors: In the end, the only


currency will be violence. Shall we not
waste time with petty things?
Hague: Unnecessary. We have all the tools
we need as Kings to decide on any situation
for ourselves.
Hawk Royale: The worst of the Merchants,
these Kings make themselves feel
important, but are not.
Order of the White Cross: A poorly
organized mirror of the Knights, only
without sanction.
Knights of the Crimson Scepter: They are
pretenders to a role that they have not
earned.

Claiming to have been a high-ranking member of the original Knights of the Blood, in the Dark Ages, the Grand-Master
met secretly with other like-minded Ventrue, slowly rebuilding the Order. Eventually returning to prominence in the
last decade, the modern equivalent of the Knights of the Blood claims significantly fewer members than in the Dark
Ages, but the modern members are just as blindingly fanatical as they were hundreds of years ago.
Members of the Knights of the Blood work to maintain and hone their militant skills, combating threats to Ventrue,
both internal and external. To many, the Knights seem focused more on ensuring Clan loyalty and solidarity than
concentrating on any singular threat from without. To other Ventrue, attitudes and opinions on the effectiveness of
these Modern Knights vary greatly.
Address/Nickname:
[Name],
[Position] of the Blood, where the position is the one held by the individual, such as:

Squire of the Blood

Knight-Errant of the Blood


Knight of the Blood
Master-Knight of the Blood

Role Within the Clan: Knights of the Blood are, first, the self-appointed internal police of the Ventrue, and second,
the champions of Ventrue power. Knights of the Blood tend to not follow the standard protocol or decorum that
many Ventrue are used to, but follow a strict for the greater good ideology when it comes to matters of the clan.
Most members are fed a constant stream of dogma and propaganda by their superiors to keep them assured that
their techniques are effective, and many of these zealots adopt an attitude of superiority to those outside the Knights
of the Blood; because of this, some of the Elder members have become extremely paranoid.
Prerequisites to Join (Squire): No one applies to join the Knights of the Blood; potential recruits are chosen without
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their knowledge by a Knight of the Blood, or higher. The individual, their ability to cope with stress, their specific skills,
and their methods are all observed by the Knight for an extended period of time before the individual is approached.
In addition to an almost fanatical devotion to the clan, Knights often ensure that the recruit is screened properly, and
is in possession of the necessary abilities before standing behind their presentation. The most common of these are:

Verifiable Ventrue Lineage proving the applicant is a Ventrue


Fortitude x5
Presence x2
Brawl x3
Melee x3
Humanity x3 (or lower)

Benefits of Membership (Squire)


: Those who are newly initiated into the Knights of the Blood are known as Squires.
These members are tutored under a Knight and trained in the protocols and laws of the Knights of the Blood. Squires
usually have the opportunity to learn a variety of skills and disciplines as they are assigned to or shared between
Knights, or perform tasks with or for Knight-Errants. It is usual for a Squire to assist in several tasks of varying difficulty
before they are presented for promotion. Each Squires education is unique and reflects the personal views of the
Knight or Knights from which they learn.
Most Squires, choose to shun learning any other powers (including other clan-disciplines) until they master the
physical disciplines of Fortitude, Celerity, and Potence. This attitude has served the Knights well, since they do not
maintain a defensive attitude of waiting for a fight to come to them, instead preferring to carry it to the enemies of
the Clan, wherever they may be. Due to the willingness of the Knights of the Blood to invest in the martial prowess of
its members, the group can usually assist its members in finding Mentors for many physical disciplines.
Finally, Knights of the Blood support each other, both publicly and privately, with unswerving fervor. Squires will
usually always be assisted in tasks by Knights or Knight-Errants, and are afforded a great deal of supervision,
oversight, and sometimes, if they fail in a task: leeway.
Access to: knights-of-the-blood@googlegroups.com
Detriments of Membership (Squire)
: Renowned and feared for their utter brutality, most Kindred with high humanity
find the methods of this order extreme and disturbing. This, coupled with the fact that the Knights of the Blood
almost never answer to local Ventrue authority in any form, make those associated with the Knights of the Blood
shunned and notorious with many Ventrue Orders and Societies, including, in many cases, the Directorate.
Once a Squire accepts membership in the Knights of the Blood, it is made clear, in no uncertain terms, that
membership is for life! While, technically, there are no formal rules against quitting, in practice, no one is allowed to
walk away from membership in the Knights of the Blood. To do so would most likely earn the individual the ire of the
entirety of the Knights of the Blood (in the form of the
Enemy
Flaw) and certainly be considered desertion. The
intensity of this ill will would vary depending on the rank of the Knight of the Blood at the time of desertion.
Prerequisites to Advance (Knight-Errant): After a trial period of no less than one year, and after learning from several
different Knights and Knight-Errants, a Knight may bring his Squire to be presented at the Knighthood Ceremony.
Though the Ceremony itself is purely a courtesy, it is a tradition which is considered of vast importance. A Squire who
has been judged worthy by a Master-Knight will earn the rank of Knight Errant, and will receive a full set of traditional
regalia.
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The Master-Knight may choose to directly test the Squire during the
Knighthood Ceremony, both in social or mental acumen, and in physical
prowess. Candidates who make it to Knight-Errant usually have the following
abilities and disciplines at a minimum:

THE KNIGHTHOOD CEREMONY

Called for by the Knight to which


the Squire serves and presided over
by a Master-Knight, the Knighthood
Fortitude x5
Ceremony is basically the same as it
Presence x2
was in the times of the Dark Ages.
Brawl x4 (with a Specialization)
All surrounding members of the
Melee x4 (with a Specialization)
Knights of the Blood are invited.
Knights and Knight-Errants who
Humanity x3 (or lower)
have had interactions with the
Potence and Celerity x4
Squire (and Master-Knights, if
Have held the position of Squire for at least 1 year (Active, IC)
applicable) take turns speaking to
Be considered a member of the Camarilla in good standing for at least reasons for or against the Squires
possible promotion. At the end of
1 year (Active, IC)
the Ceremony, the Master-Knight
Benefits of Advancement (Knight-Errant): Knight-Errants are members of the will accept or reject the request for
promotion.
Knights of the Blood who have proven themselves able to be trusted with
continuing to learn necessary skills, completing assigned tasks independently,
Storytellers are urged to Coordinate
and opening investigations where necessary.
with the Ventrue Coordinators
Knight-Errants are allowed, by the Knights of the Blood, the freedom to start
and continue investigations into Ventrue who serve in the roles of: Whip,
Sheriff, Scourge, Keeper of Elysium, Eiren, or Quaestor; in addition to any
Ventrue who does not hold a position in the Camarilla, or who sits outside of
the normal Directorate structure (for whatever reason). In the case that a
Ventrue holds both a Camarilla and Directorate position, the higher title is
usually used. If evidence of treachery or treason is discovered, the
Knight-Errant is authorized (by the Knights of the Blood) to punish the
offending Ventrue in a manner fitting both the crimes and the evidence.
Knight-Errants are
highly
advised to consult with at least one other member,
Knight-Errant or higher before executing any sentence.

office to either run the Ceremony at


their local Chronicle, or at a
national or regional event where
other (PC) members of the Knights
of the Blood will be present.

Knight-Errants are generally advised by many Knights and above to turn over sentences of death to a higher authority,
rather than carrying them out immediately.
Detriments of Advancement (Knight-Errant)
: It is quite common for Knight-Errants to be observed silently by one or
more Knights during this period. It is also somewhat common for a Knight, or higher, to review the judgments and
evidence of a Knight-Errant, and the Knight-Errant is expected to provide full details to the requester, as best as is
possible.
Just as they do externally; internally, Knights of the Blood forgo the traditional system of Ventrue Courts and
Hearings, instead acting as judge, jury, and executioner when the situation requires. Additionally, Knight-Errants
discovered to be abusing his or her position, or falsifying evidence will be dealt with harshly, and swiftly, often
suffering the same punishment as they have unfairly dispensed themselves.
Prerequisites to Advance (Knight): After a period of no less than one active year as a Knight-Errant, a Knight-Errant
may petition a Master-Knight to hold a Knighthood Ceremony. The Knight-Errant should be prepared to cite specific
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examples and bear witnesses which show that his or her investigations and judgments have reflected well on the
Knights of the Blood, and that he or she has been an effective force at advancing the interests of Clan Ventrue.
The Master-Knight may choose to directly test the Knight-Errant during the Knighthood Ceremony, both in social or
mental acumen, and in physical prowess. Candidates who earn the title of Knight usually have the following abilities
and disciplines at a minimum:

Fortitude x5
Presence x4
Brawl x5 (with a Specialization)
Melee x5 (with a Specialization)
Humanity x3 (or lower)
Potence and Celerity x5 (or the highest level attainable by the home-Chronicles rules)
Auspex and Obfuscate x1
Have held the position of Knight-Errant for at least 1 year (Active, IC)
Be considered a member of the Camarilla in good standing for at least 2 years (Active, IC)

Benefits of Advancement (Knight): Knights are the core of the Knights of the Blood. They are independent operators,
with total autonomy to investigate, punish, detain, harass, or destroy as they see fit. Answerable only to
Master-Knights, Knights have the right to select a Squire that they may train, teach, discipline, or destroy as they see
fit.
Knights are allowed, by the Knights of the Blood, the freedom to start and continue investigations into any Ventrue
that a Knight-Errant may investigate, in addition to: Primogen, Harpies, Seneschals, Archons, Aediles, Tribunes, and
Lictors. If evidence of treachery or treason is discovered, the Knight is authorized to punish the offending Ventrue in a
manner fitting both the crimes and the evidence.
Knights also provide leadership and direction to Knight-Errants and may call on any Knight-Errants in their area to
perform tasks when necessary.
Detriments of Advancement (Knight)
: Knights may sometimes be called on by Masters to perform tasks specific to
their skills which may, or may not, be sanctioned by the Clan or technically legal by Camarilla laws and traditions. This
can often lead to situations where the Knight must be forced to relinquish status, boons, and prestige in order to
cover for something done in-line with official Knights of the Blood duties, but outside of Camarilla laws or the
Traditions.
A Knight discovered to be abusing his or her position, or falsifying evidence will be dealt with harshly, and swiftly,
often suffering a harsher punishment than the ones suffered by those who have been unfairly punished. Standard
punishment for Knights discovered laying false accusation against another Ventrue is either maiming, or being
branded in a visible location, neither of which are allowed to be healed for the sentenced amount of time. Lesser
punishment involves demotion or the tribute of Retainers, Influence, or Resources; as well as imprisonment for a
predetermined amount of time.
Prerequisites to Advance (Master-Knight): After a period of no less than one active year as a Knight, one may petition
the Grand-Master-Knight to hold a Knighthood Ceremony. The Knight must be prepared to endure a rigorous,
sometimes multi-night combat, often with several Master-Knights for opponents.
Though tests are seldom as straightforward as they seem, the candidate can expect to be tested for their maximum
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limits in mental acuity and physical endurance. Those who earn the title of Master-Knight usually have the following
abilities and disciplines at a minimum:

All Cardinal-8 Disciplines at level 5 (or at the highest levels attainable by the home-Chronicles rules)
Brawl x5 (with a Specialization)
Melee x5 (with a Specialization)
Humanity x2 (or lower)
Have held the position of Knight for at least 1 year (Active, IC)
Be considered a member of the Camarilla in good standing for at least 3 years (Active, IC)

Benefits of Advancement (Master-Knight): Master-Knights of the Blood may be called on to conduct and/or preside
over the Knighthood Ceremony of all members below the rank of Master-Knight. They have the privilege of promoting
Squires into Knight-Errants, and Knight-Errants into Knights, ensuring candidates abilities in any way they choose.
Master-Knights may also be called on to test the skill and abilities of Master-Knight candidates.
Finally, Master-Knights are empowered with starting and continuing investigations into the upper echelons of the
Ventrue, where care and delicacy must be taken to avoid causing an incident that could have implications for the
entirety of the Knights of the Blood. Master-Knights may investigate any that a Knight or below may investigate, in
addition to: Princes and Praetors. If evidence of treachery or treason is discovered, the Knight is authorized to punish
the offending Ventrue in a manner fitting both the crimes and the evidence. In cases where a Prince must be
removed, the Master-Knight is expected to either find a suitable Ventrue replacement, or to claim Praxis himself. This
is considered the height of extremity.
Detriments of Advancement (Master-Knight)
: Master-Knights are charged with the nightly operations of the group,
and with continuing development and assignment of the Knights and Knight-Errants. Failures of Knights or
Knight-Errants during tasks assigned by Master-Knights will reflect directly on the Master-Knight who assigned the
task. Additionally, Master-Knights are expected to become involved in potentially scandalous situations before they
can cause any permanent damage to the group, as a whole.
A Master-Knight is expected to be the pinnacle of propriety, and most any crime where a Master-Knight would be
discovered to be abusing his or her power would be punishable by death.
Known Members & Important Locations:

[NPC] Grand-Master-Knight of the Blood:


The Grand-Master is an enigmatic figure whose identity is kept a
secret from the majority of the clan; simply being referred to by his title. Though some rumor that the
Justicar, Strategoi, and Ephors know the identity of the Grand-Master, no one can be certain.

The Grand-Master is the ultimate authority with regard to the Knights of the Blood, and claims to have been
with the organization since its inception in the Dark Ages. The Grand-Master makes final decisions regarding
many of the problems that the group faces, is ultimately responsible for the conduct and discipline of the
Master-Knights, and has the authority to promote, demote, or discipline any member of the group. Those
who do know of the Grand-Master understand that his fanatical nature means that he will stop at nothing to
see the safety of the Knights of the Blood maintained.

[NPC]
Stephan of the House of Waldburg, Knight -
Stephan is a British national and grand-childe of Prince
Wilhelm Waldburg. While it is well-known that Stephans sire was a disgrace to the line, what is less widely
spread is that Stephans sire was quietly removed by the Prince of Berlin. Stephan has since been taken
under Waldburgs wing, training him as he would intend for his own. Stephan is bold, brash, and sometimes

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quite vulgar. He has been chastised by many over his seeming disregard for the etiquette that so many
Ventrue observe as the norm.
Media:
The Duellists (1977); A Few Good Men (1992),
Sources:
Libellus Sanguinis I: Masters of the State (WW2708), pg.87; Berlin by Night (WW2214), pg.62

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THE WHITE CROSS


The opportunity to secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy
is provided by the enemy himself. - Sun Tzu
Overview / History:
Though few remember exactly how the White Cross
originally started, what is known is that time and again, members of the
White Cross are called on by Ventrue for strategic assistance when faced
with the direst of circumstances - life-threatening conflict. While many
consider the senior members of the White Cross archaic or austere, in the
chaotic modern nights, there is no doubt that the expertise of the White
Cross is as necessary as it is valued.
In the past, the White Cross was reserved for only those Ventrue who have,
by themselves and unaided, destroyed a member of the Sabbat. However,
in the dark, desperate days of the Year of Fire, the Order has quietly
expanded membership to include those whose expertise includes the
slaying of the Infernal, Lupines, and several other such threats to the
stability of Ventrue and their assets, worldwide.
Address/Nickname:
[Position] of the White Cross, where the individual
positions are as follows:

Apprentice to Knight [Knights Name] of the White Cross


Knight of the White Cross
Master of the White Cross

Stereotypes
Hague: They serve a vital role,
ensuring disputes are resolved quickly
and fairly.
Hawk Royale: If they want to be
Harpies, let them be Harpies in the
Camarilla, or not at all.
Knights of the Blood: Self-important
thugs who spend far too much time
warring on their fellow Ventrue and
not nearly enough protecting the Clan
against its foes.
The Court of Many Colors: The
honeyed words of a single diplomat
may save a thousand lives, but when
diplomacy fails, we must be ready.

Role Within the Clan: Members of the White Cross are clan Ventrues chief experts when it comes to conflict or
defending against violent threats. Though many perceive them to be just another outdated martial order, in actuality,
members of the White Cross are more like a global brotherhood and sisterhood of experts. These Ventrue experts
are sought out by other Ventrue who are seeking the most efficient or effective means of dealing with a threat to Clan
Ventrue and their creation, the Camarilla.
Prerequisites to Join (Apprentice): Any Ventrue (with a verifiable Lineage) who has killed a member of the Sabbat, or
an Infernalist, either in combat, or through unaided use of directed influence may be eligible for admittance into the
White Cross. In order to become eligible, the Ventrues direct Superior should make contact with a member of the
White Cross to inform them of the Ventrues accomplishment; contacting the White Cross directly is considered
uncouth, and gauche. A Ventrue Prince can always recommend an individual for membership.
After the White Cross is notified, it will dispatch the closest Knight to verify the kill(s). Once the accomplishment is
verified, the Knight or Master will make his or her full report to the Council of Masters, who will usually approve or
decline the candidate based on the recommendations of the interviewer.
Benefits of Membership (Apprentice)
: Each member who joins begins as an Apprentice, and Apprentices are assigned
to Knights. Apprentices are almost always assigned to Knights who are close to their geographical area, so as to
ensure the Apprentice continues to learn and behave in a manner consistent with the honor accorded to the White
Cross.
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As the strategically-inclined wing of the Ventrue, members of the White Cross see it as their duty to ensure the
education of their brethren; ignorance in the boardroom can bruise your ego, while ignorance on the urban
battlefield can get you and your allies killed. Knights usually assist their Apprentices by helping them to find teachers
for abilities, lores, and disciplines which can help them become better strategists and soldiers.
Access to: order-of-the-white-cross@googlegroups.com
@googlegroups.com
Detriments of Membership (Apprentice)
: Apprentices of the White Cross are not accorded the same respect and
autonomy as Knights. Apprentices must constantly prove themselves, never refusing service when the opportunity
arises, and never failing in their duties in a manner that would impugn on their personal Dignitas, or the honor of the
White Cross. Apprentices are expected to defer to the closest Knight, or one who is present, when representing the
interests of the White Cross.
The Knights of the Blood and the White Cross share, what some consider, a healthy rivalry. Many Masters, however,
consider the Knights of the Blood an organization that promotes reckless schemers and honorless witch-hunters.
Though this outlook is not openly discussed, the prejudice is apparent to those who share membership between the
White Cross and the Knights of the Blood, as advancement for these members is constantly questioned and blocked
from on high.
Finally, though more basic than any type of organizational feud, many find that the lifestyle and skill choices practiced
by members of the White Cross is simply is not conducive to life in The Hague. As such, these two groups share very
few members, and those that do cross usually do not advance far into one group or the other.
Prerequisites to Advance (Knight): During the minimum 1 year of Apprenticeship, a Knight prepares his or her
Apprentice to advance to the role of Knight. In order to do this, the Knight must present that Apprentice to two
separate Masters, though not necessarily all at once.
Each Master will present the Apprentice with a task, which vary widely in style, depending on the personalities of the
Masters involved. Some tasks involve riddles, while others involve questions only answerable through knowledge of
ancient or obscure Lores. Masters sometimes even task aspiring Knights with targets to track, detain, or harass, or
locations or objects to be protected.
Though Knights are specifically barred from assisting an Apprentice with his or her tasks, Knights often remain
vigilant, watching how their apprentices behave while attempting to accomplish their tasks. When an Apprentice has
completed all tasks, they are presented to a gathering of their assigned Knight, and the involved Masters. Those who
pass (assuming the necessary time has been spent as an Apprentice) are promoted to Knight. Those who fail continue
their Apprenticeship, or may be expelled, depending on the circumstances and severity of their failure.
Benefits of Advancement (Knight): Knights are afforded autonomy by the White Cross and are considered
indispensable experts in their field of study to Clan Ventrue. Each Knights particular skill-set is unique, refined by the
methods in which they conduct warfare. Like-minded Knights tend to gravitate towards each other for particularly
challenging tasks, and a group of Knights with varied techniques are sometimes assigned as a team to accomplish a
goal which has evaded one or more Knights, individually.
Knights are encouraged by Masters to take on Apprentices; individuals who have taken the first step towards
superiority in the realm of warfare. Knights also tend to develop positive reputations, both within clan Ventrue and
without. Knights might earn respect for their personal skill in combat; for their resourcefulness, finding ways to
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accomplish things with little or no assistance; for their skill at executing raids on enemy assets and hideouts; or for
their skill at reconnaissance or covert operations.
It is not uncommon for Masters and fellow Knights to reward Knights for aid and services rendered with public
accolades, status, boons and other types of rewards.
Detriments of Advancement (Knight)
: Knights often get assigned tasks by Masters. Tasks sometimes have to do with
watching or protecting places or individuals that Clan Ventrue has a vested interest in keeping guarded or safe, or
eliminating targets that pose significant risk to Clan Ventrue, or its interests.
Knights are ultimately responsible for the development and safety of their apprentices, and while many Knights are
respected for their accomplishments, those who become known for losing too many Apprentices in the line of duty
often take on
poignant reputations
.
Known Members & Important Locations:

[NPC] Godefroy, Master


: Starting in the 1980s,
Godefroy served just one term as the Justicar for Clan

Ventrue. In that time, he made very few new friends, sticking to his straight-talking, direct-to-the-point
attitude; of course, some clans and individuals came to respect Godefroy because of that alone. However,
many inside of Clan Ventrue considered him too difficult to influence, and too polarizing of an individual to
remain Justicar. Despite this, Godefroy has made significant inroads with Clan Assamite, and serves as a
vocal proponent of their entrance into the Camarilla wherever his voice can be heard.
Godefroy is the current Head of the Council of Masters. The Council of Masters is a body made up of several
of the eldest Masters from around the world who meet regularly to discuss trends, share information, and
coordinate the requests of the Knights assigned under them. Council positions change only when a member
dies, steps down, or is voted down by the Council, usually due to some major failure or scandal.

[NPC] Lord Edward Kinsley, Master


: Lord Edward Kinsley has somehow remained mostly anonymous
outside of London, but inside of London, Lord Kinsley is better known as one of Mithras most effective
Sheriffs. For almost 200 years, Mithras depended on Lord Kinsley and his appointed Deputies to enforce his
policies and decisions over Anarchs, Sabbat, Tremere, political enemies and conspirators, and a variety of
other troublesome supernaturals.
Lord Edward Kinsley was so effective a troubleshooter that he was often dispatched to particularly
distressed regions of the British Empire in order to track down notorious criminals, or to instruct Ventrue in
the colonies on how to better prepare and defend the interests of the clan against outside forces and other
types of opposition. For Lord Kinsley, however, World War 2 would signal the end of an era.
Mithras, as one would expect from someone who had a tendency to disappear for lengths of time, afforded
Lord Kinsley fairly expansive freedom with which to perform the role of Sheriff, and by the time Lady Anne
Bowesley claimed Praxis, most Kindred were happy to see the old Sheriff disappear with the old regime. Lord
Kinsley spent the next few decades travelling the world, quietly contemplating and training in anonymity - a
tool of an age that many hope to forget.
In the last 15 years, and during the Year of Fire in particular, Lord Kinsleys services have been as requested
and as necessary as ever. Those who know him have noticed a renewed vigor as he has shaken the ennui of
the last several decades and has been reinvigorated with the opportunity of once again teaching his skills.
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Lord Kinsley has sat on the Council of Masters for well over 150 years..
Media:
Rome, Season 2 (HBO Mini-Series, 2005); Kingdom of Heaven (2005); Black Hawk Down (2001); Excalibur
(1981);

Sources:
CB:Ventrue (WW2058), pg.62; CB:Assamite (WW2059), pg.23; Children of the Night (WW2023), pgs.49-50;

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MAJOR VENTRUE-ANTITRIBU SOCIETIES AND ORDERS

The following section details the societies and orders which are fairly well-known inside of the
Ventrue-Antitribu of the Sabbat, with the proper amount of Ventrue Lore.

THE BLACK CROSS


You ask, what is our aim? I can answer in one word. It is victory. Victory at all costs. Victory in spite of all terrors.
Victory, however long and hard the road may be, for without victory there is no survival.
- Winston Churchill
Overview / History:
Originally a secret society inside of the Teutonic Knights of the Dark Ages, the Black Cross quietly
recruited members from the well-trained forces available to them. Commanding almost one hundred loyal Knights at
its height, the Black Cross was a force to be reckoned with, accomplishing great feats of military might throughout the
Holy Roman Empire, Prussia, and into the Middle East. However, after prolonged fighting in the Middle East and
against the Tzimisce forces of Transylvania, the order took heavy losses and was eventually decimated, almost
destroyed completely.
Then, in the heat of the Anarch Revolt, the unthinkable happened - Hardestadt betrayed and executed Lord Jurgen
von Verden.
Enraged, Lucretia von Hardtz gathered all remaining members of the Black Cross in secret. The meeting was short,
and when it was finished, the few remaining members of the Black Cross agreed to fight against the betrayer,
Hardestadt, and his new allies - the Camarilla.
Over the past several hundred years, the members of the Black Cross have been rebuilding and learning. Observing
conflict around the globe, both mortal and Cainite, the group has been training themselves on the latest in weaponry,
tactics, and warfare. Tonight, the Black Cross stands ready to attack and destroy the Ventrue of the Camarilla, and any
who stand beside them. Every member of the Black Cross is pledged to give up their unlives in the pursuit of that goal.
In the modern nights, the ends justify the means for the Black Cross. International terrorism, kidnapping, causing
mass panic, and random bombings are all tools that the Black Cross use to take their fight to the enemy. Members of
the Black Cross aim to be the embodiment of terror in order to undermine the institutional power that gives the
Camarilla Ventrue the resources to prolong the inevitable.
Address/Nickname:
[Position] of the Cross, where the individual positions are as follows:
Initiate
Brother or Sister
Commander
Marshal (and Role) [NPC Only]
Deputy Grand-Master
Grand-Master [NPC Only]
Goals of the Group: The Black Cross exists to seek out, impede, and destroy Hardestadt and everything that he
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created, to include the Camarilla. The modern Black Cross has evolved from its roots of a military organization, and
has learned to fight an enemy of superior resources and numbers with modern terrorist-style tactics. On any given
night, members of the Black Cross engage in bombings, bio-terrorism, kidnappings, and assassination in pursuit of
their goals.
Though the Black Cross does not have a dedicated intelligence gathering wing, members usually gain information
(which they use to plan their attacks) through various Sabbat-centric sources. When that is not enough, blackmail,
extortion, and the buying of information are considered well within reason. The Black Cross sometimes charge their
members with paramilitary mercenary-type operations to pay for favors and information purchased in this fashion,
which Black Cross higher-ups are usually fine with as long as the exchange is justified.
Prerequisites to Join [
Initiate
]: Membership in the Black Cross is more like a cult than a paramilitary organization
with terrorist overtones and Initiates, more than any other rank, are scrutinized closely to ensure they are dedicated
and loyal to the cause.
Initiates are chosen for the Black Cross in one of two ways:
1. The Initiate is selected, pre-embrace, based on their cunning, viciousness, or propensity for the tactics used
by the Black Cross.
2. The Initiate is selected, post-embrace (from the Ventrue-Antitribu of the Sabbat), based on their actions
which define their beliefs. This is especially important since the Black Cross weighs actions over talk.
Any current full-member (Brother or Sister) may select an Initiate to the Black Cross to serve under them. Once a
member chooses an Initiate, they become the Initiates handler and it is their duty to get them ready, training them
and preparing them for their first assignment - a task which is usually very difficult or taxing, and is meant to test the
limits and loyalty of the Initiate.
Sometime during their training, the Initiates handler brings him or her to the Regional Commander. The Regional
Commander will question the Initiate, assessing their abilities (and checking their level of indoctrination into the
group). Then, in front of the Commander, the Initiate will be embraced by the handler into the ranks of the
Ventrue-Antitribu (if necessary). Once embraced (or if the Initiate is already embraced), the Initiate is administered
the Holy Sacrament by the Regional Commander at a simple ceremony.
Benefits of Membership [
Initiate
]: Being an Initiate to the Black Cross carries with it almost no benefit besides
those directly provided by his or her handler. For example, Initiates can usually get arms and equipment which
directly relate to their task at hand, but only by requisitioning it through their handler
Occasionally, a handler may assist their Initiate by helping them to find teachers for abilities, lores, and disciplines
which can help them become better or more effective killers. Handlers usually like to watch how the Initiate goes
about finding these skills on their own first.
Access to: the-black-cross@googlegroups.com
Detriments of Membership [
Initiate
]: Initiates of the Black Cross must respect each and every senior member of
the Black Cross who asks something (reasonable) of them. Initiates must constantly prove themselves, never refusing
service when the opportunity arises and never failing in their duties (in a manner that would make their superiors
question their integrity).

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On taking the Holy Sacrament, the Initiate will gain a Vinculum of 6 to the Leaders of the Black Cross (all members
above the rank of Commander), the Regional Commander administering the rite, and his or her handler. This
Vinculum will never decrease and is enough of a bond so that the new member feels no reservation about risking his
or her life to defend the leaders of the Black Cross.
Finally, members of the Black Cross are advised to stay clear of the Knights of the Blood. The Knights consider the
members of the Black Cross honorless, and do not accept anyone who claims membership in the Black Cross into their
ranks.
Prerequisites to Advance (
Brother/Sister of the THE HOLY SACRAMENT
Cross
): An Initiate will participate in several operations for Members of the Black Cross do not speak of the Holy
the Black Cross over the period of (at least) one year. During Sacrament to those outside of the group, and with
good reason. Packmates sometimes observe that
this time, the Initiate must successfully accomplish the goals
their Ventrue-Antitribu pack members demeanor
put to them by at least 3 different Brothers or Sisters of the
and motivations change after hanging out with his
Cross (or higher). The order in which these tasks are assigned (or her) new friends. The fanaticism and devotion of
or accomplished does not matter, only that at least one of members of the Black Cross grows equally to the
them must come from a Commander.
speed at which they gain seniority.
The Commanders assignment is rarely straightforward, must
always be undertaken without assistance, and is never
accomplished easily. Some examples of an assignment
include kidnapping a ranking Camarilla Ventrue, infiltrating
the Haven of a Ventrue Elder, discreetly possessing the ghoul
of a Camarilla Primogen and discovering a secret, or rescuing
an asset.
When their handler has confirmed the requisite
accomplishments, and believes that his or her Initiate is
ready, they are presented to their Regional Commander.

By the time a Ventrue-Antitribu gains full


membership as a Brother or Sister of the Cross, they
will usually be more loyal to the Black Cross and its
goals than they ever will ever be to any other Sabbat.
Administered by the Regional Commander, the Holy
Sacrament is the spiritual cleansing and purity ritual
used by the Black Cross since the Dark Ages. Though
the ritual, a form of Ignobilis Ritae, has changed over
the years, its goal is the same as it was hundreds of
years ago - to ensure the members of the group stay
true to the tenants of the Black Cross, even in the
face of certain defeat or death.

Benefits of Advancement (
Brother/Sister of the The ceremony itself is simple. First, the individual
Cross
): If an Initiate accomplishes his or her assignments to administering the oath gives a short speech about
the satisfaction of the handler, they are then brought to the honor, and the would-be member swears an oath of
Regional Commander who will verify the completion of the Loyalty to his superiors. Next, the one administering
the rite gives a short speech about the importance of
assignments. When confirmed, the Initiate will be given the
commitment and the Duty of all members of the
Holy Sacrament, and then welcomed into the ranks of the
Black Cross. The would-be member then swears an
Black Cross as a Brother or Sister of the Cross.
oath of Duty. Finally, the would-be member swears
Brothers and Sisters of the Cross make up the main body of
the organization, operating independently throughout their
region, planning and carrying out operations by themselves
or in small groups and may serve as Handler to one or more
Initiates. Though a group of Brothers or Sisters of the Cross
are sometimes assigned to a team in order to accomplish a
goal which is deemed as very difficult or extremely
important, the Black Cross rarely commits such a force at any
one time or location. Brothers or Sisters are expected to
complete their operations with little or no assistance.
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to protect and stay true to the ideals of the Black


Cross against all odds and pledges that they would
lay down their life to accomplish their goal rather
than face failure. This pledge of courage is the climax
of the Ritae, when the one administering the Holy
Sacrament gives the chalice to the oath taker. The
oath taker must then drink the entire contents of the
chalice; after which they are welcomed happily into
their new position among their fellow Brothers and
Sisters.
Mechanically, the Holy Sacrament is similar to the
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Auctoritas Ritae of the Vaulderie, and the Ritae will


fail if the individuals participating are not genuine in
any of their statements. The Holy Sacrament has
been used for centuries to ensure the loyalty of the
men and women of the Black Cross.

Brothers or Sisters of the Cross are encouraged to seek out (or develop) like-minded Ventrue-Antitribu so that they
can one day serve as Initiates. A Brother or Sister who takes on one or more Initiates is thereafter completely in
charge of that Initiate, and may assign said Initiate(s) orders as they see fit. Only a Commander or higher can
countermand the order of a Brother or Sister to his or her Initiate.
Detriments of Advancement (
Brother/Sister of the Cross
)
: Brothers and Sisters of the Cross usually receive
tasks from their Regional Commanders and, once an order is issued, it is expected that it will be followed. Though
every member of the Black Cross looks forward to the opportunity of proving him or herself against the Ventrue of
the Camarilla and their servants, the majority of these assignments have to do with training and the rendering of
mundane services as payment. Some examples are guarding an assigned individual or location, creating a distraction
in a city hostile to the Sabbat, or delivering important messages or instructions behind enemy lines.
Since members of the Black Cross are expected to carry out orders in a timely fashion and without question, Brothers
or Sisters who hesitate, or fail in their missions soon find themselves earning the ire of their Regional Commander.
When a Brother or Sister has earned the displeasure of his or her Regional Commander, they soon find themselves
assigned to more and more dangerous tasks.
On gaining full membership as a Brother or Sister of the Cross, the new member is administered the Holy Sacrament
again, only this time the ritual is attended by all of the Brothers and Sisters in the region and the ceremony is more
elaborate. Administered by the Regional Commander, the vinculum of the member is now increased by +1 to the
Leaders of the Black Cross (and the Regional Commander). A normal vinculum is gained to the other members in
attendance (which should be determined in the same manner in which the chronicle runs the Vaulderie Ritae).
Prerequisites to Advance (
Commander of the Cross
): A Brother or Sister of the Cross, after participating, and
even leading several operations for the Black Cross over the period of (at least) one year will likely have gained quite a
reputation, if not among the Camarilla Ventrue, then definitely among his or her peers of the Black Cross. Members at
this level will likely be observed to see how they handle their assets, and how effective their tactics are.
First, a potential-Commander must show that he has the ability to indoctrinate individuals into the group. This is
usually done by simply referencing at least two former Initiates who have, under the potential Commander risen to
the rank of Brother or Sister of the Cross.
Second, the Brother or Sisters tactics must have been effective. They must have engaged in a minimum of three
different campaigns against the establishment of Hardestadt, one of which afforded the member the personal glory
of accomplishing the goal that every member of the Black Cross aspires to - personally slaying a Ventrue of the
Camarilla (the higher ranking, the better).
Benefits of Advancement (
Commander of the Cross
): Commanders of the Cross have earned their place
through guile, blood, and suffering. Highly important members of the group, Commanders are responsible for
multiple cities or regions, and may be called to participate in campaigns all over the world.
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Commanders of the Cross almost never personally carry out attacks, but spend the majority of their time helping
members plan attacks, identify goals within their regions, and ensuring that each member under them continues to
bring new members into the group.
A Commander gives assignments to his Brothers and Sisters and to their Initiates; as long as the assignment is
reasonable, a Commander can be assured that the Ventrue-Antitribu will either accomplish the mission, or die trying.
This loyalty is partially because of the dogma and propaganda which the members of the Black Cross are constantly
fed, and partially because of the vinculum which members share with their Commander.
Commanders of the Cross are sought out by Brothers or Sisters who are ready for their Initiate to be administered
their first Holy Sacrament, and when those same Initiates are ready to join their Brothers or Sisters as peers. All
Commanders are taught the proper ceremony for the Holy Sacrament, and every member of the Black Cross, by the
time they ascend to the rank of Commander, considers the tradition sacrosanct.
A Commander retains the right to refuse the Holy Sacrament to any potential Initiate or Brother or Sister under his
command that he deems not ready for advancement.
Detriments of Advancement (
Commander of the Cross
)
: When a new Commander is appointed, they are
administered the Holy Sacrament. This ceremony, is much more elaborate than previous ones and is attended by all
of the Brothers and Sisters in the region and administered by a Marshal (or sometimes Lucretia herself if the
Commander has shown great skill or achievement). The vinculum of the member is now increased by +1 to the
Leaders of the Black Cross.
Commanders of the Cross are held responsible for the loyalty and actions of all members assigned under them,
regardless of rank. Though this may seem burdensome, in actuality, all but the most serious crimes are simply passed
down the ranks to the highest ranking superior of the individual who requires punishment. For example, in the case of
a Brother or Sister who is accused of committing a crime, it would be up to their Commander to determine guilt or
innocence, and what to do about it.
Conducting criminal investigations against people who are, by profession, criminals themselves can be a daunting
task.
If a Commander discovers that an Initiate (or Brothers or Sister) has broken her vow of loyalty, a tenant of the Holy
Sacrament, the responsibility falls on the Commander - and no one else - to punish the individual. The method of
execution varies from Commander to Commander. Some Commanders prefer to send the offender on an assignment
which will mean certain death, giving the offender the chance to redeem themselves by killing as many enemies as
possible before they die. Other Commanders prefer to simply make the offender disappear quietly.
Known Members & Important Positions:

Lucretia von Hartz, Grand-Master of the Cross


- The Grand-Master is the highest position in the order. The
leader of the group, the Grand-Master is responsible for promoting the highest levels and for ensuring the
Loyalty of those members. The current Grand-Master (and the only one to claim the position since Jurgen
von Verden) is Lucretia von Hartz (also spelled Lucretia von Hardtz). Lucretia was Sheriff to Lord Jurgen of
Madgeburg, and a former Prince of Madgeburg herself, after the betrayal and execution of Jurgen at the
hands of Hardestadt. She is one of the original Antitribu from the Anarch Revolt.

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Deputy Grand-Master of the Cross


- Officially, the Deputy Grand-Master reports directly to the
Grand-Master and is attributed equal seniority to a Marshal, participating in formulating and effecting
policies and plans which will affect the entirety of the Black Cross.
In reality, the Deputy Grand-Master commands the mandate to act with all the power normally attributed to
the Grand-Master wherever they go. This ensures that, in addition to being the eyes, and ears of the
Grand-Master, the Deputy Grand-Master also serves as a very active right-hand of the Grand-Master.

Marshal of the Cross - Rather than having a structure based on Regional proximity, the Black Cross is
organized based on role. Over each role, a Marshal is assigned whose responsibility is to ensure those under
him or her have everything they require to perform their tasks. The Marshals of the Order are as follows:
Marshal of Military Operations & Affairs, Marshal of Public Relations & Recruitment, and the Marshal of
Logistics & Procurement. The three Marshals together, with the Deputy Grand-Master all are equal in rank
and importance and all serve as advisors to the Grand-Commander.

Lord Jurgen, The First Grand-Master - Also known as Jurgen von Verden, Jurgen of Magdeburg, or Jurgen
the Swordbearer, Lord Jurgen was Prince of Magdeburg, Germany and served as the original Hochmeister
(Grand-Master) of the Black Cross, building the shadow order of knights from within the mortal Teutonic
Knights.
As the War of Princes broke out, Jrgen represented his sire's interests in Hungary and Livonia, where he
fought many conflicts against the Tzimisce voivode Vladimir Rustovich and negotiated a tentative peace with
the Gangrel warlord Qarakh.
For all his accomplishments, Jrgen was betrayed and destroyed by his sire, Hardestadt, in 1271 AD. With no
real reason or evidence for this foul murder, it is unclear what exact conditions precipitated Jrgens death,
whether military failure, political failure, his lapses from the Road of Kings, because he was poised to
become more powerful (either politically or personally) than his sire, or for some other reason. What is
certain is that Jrgens name is legend to members of the Black Cross, and that his death as a martyr helped
steel the resolve of the Black Cross, globally.

Media:
The Baader Meinhof Complex (2008); Carlos (Miniseries, 2010); Black Hawk Down (2001);
Sources:
Under the Black Cross, pgs.15-16;

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KNIGHTS OF THE BLOOD (ANTITRIBU)


In times of war, the law falls silent. ~Cicero

Overview / History:
In years before the Camarilla, during the Dark Ages, the Knights of the Blood were the militant
extremists of the Ventrue. When Ventrue forces were in chaos because of infighting or treachery, aid would be
dispatched in the form of the Knights of the Blood, usually at the behest of an Elder. The Knights of the Blood were
well-known for their brutality in enforcing the will of the Clan, much to the displeasure of the individuals they
assisted.
During the Dark Ages, and climaxing around the end of the Anarch Revolt, an irreparable rift opened between those
Ventrue who believed in divine right - the idea that one group was meant to rule over another, and those who did
not. Many Ventrue felt that the leaders of the clan had eschewed their aristocratic roots, and had turned their backs
on their divine right. Already a minority in the Clan of Kings, the Knights of the Blood were being slowly torn apart by
grudges, infighting, and the inevitability of obsolescence as the trend of institutionalized power turned from the
exception to the rule. Many Knights felt powerless against the spread of these changing ideas.
By the Camarillas first Justicarial election, the Knights of the Blood had decided their path: the Sabbat.
Over the last several hundred years, these few Ventrue-Antitribu participated in many of the Sabbat's major conflicts
and civil wars. Over the years, attrition has taken its toll and few former-members survived to the modern nights.
After the last Sabbat Civil War, the few remaining former-members of the Knights of the Blood (and their childer) met
in secret and began quietly rebuilding to the cries of returning to their roots, and divine aristocracy.
Now, after several decades, the reformed Knights of the Blood organizational structure looks very similar to the one
utilized hundreds of years ago. However, though reformed with the help of several former members, the truth is that
the majority of modern Knights are young. This has led to a group that, as a whole, looks and operates more like a
gang than anything else, with chapters and members around the world.
A typical member of the modern Knights of the Blood will usually display a blindingly fanatical devotion to the
organization and their methods. Members spend their nights working to maintain and hone their militant skills, and
combating threats to Ventrue-Antitribu interests. To many, outside of the Ventrue-Antitribu, the Knights seem
focused more on spreading their hatred and enforcing their bigoted agenda than anything else.
Address/Nickname:
[Name],
[Position] of the Blood, where the position is the one held by the individual, such as:

Squire
Knight-Errant (sometimes
Questing Knight or Wandering Knight)
Knight (sometimes Master-Knight)
Count
Duke (sometimes Lord) (NPC Only)
Chancellor (NPC Only)

Role Within the Clan: Knights of the Blood are the self-appointed protectors (and sometimes internal police) of the
Ventrue-Antitribu. They are the champions of Ventrue-Antitribu power, both inside the Sabbat, and out. Many
Knights of the Blood are considered creatures of extremes, willing to make personal sacrifices or step into harms
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way, all for the greater good of the clan or Sect. Few among the Ventrue-Antitribu doubt the loyalty or
effectiveness of the Knights of the Blood as a group.
Elitists of the highest order, the Knights of the Blood are
bred and trained to believe that the role of all Ventrue is
to lead the Cainite race. Truly believing themselves to be
superior, each member is fed a constant stream of
dogma and propaganda by their superiors at every level to
keep them assured that their attitudes and actions are
justified. As far as the Knights of the Blood are concerned,
the Ventrue-Antitribu are simply better suited to lead the
rank-and-file of the Sabbat, viewing themselves as
above the petty games of manipulation and politicking
played by others such as the Lasombra.
Prerequisites to Join (
Squire
): In theory, a potential
Knight of the Blood is a Ventrue-Antitribu who is part of
the Sabbat and has been identified because of his or her
ability to cope with stress, or to deal with a tense situation
before the outbreak of violence, and a proven talent for
mediating (or otherwise ending) disputes. In practice
however, potential Squires are selected from those
Ventrue-Antitribu of the Sabbat who display a fanatical
attitude towards protecting and shepherding the clan.
Attitude is key to the selection of a Squire.
Once chosen, a prospective Squire is tasked with killing a
target specified by the Knight whom he or she will be
assigned to. This blood-in, blood-out mentality has
served the Knights over the years as an almost foolproof
method of ensuring the loyalty of potential Squires, and
the more personal the target is to the potential Squire, the
better.
Benefits of Membership (
Squire
)
: Those newly initiated
into the Knights of the Blood are known as Squires and are
assigned to a Knight of the Blood to be trained in the
traditional rules and procedures of the organization.
Reality often finds Squires learning from whomever they
are around through a kind of informal on-the-job training.
Due to this informal training period; the Abilities, Lores,
and Disciplines a Squire may learn during this time varies
wildly, reflecting the specialty and personality of the
Knight or Knight-Errant(s) they mainly interact with.

MARKINGS
Knights of the Blood earn marks for their
accomplishments and enjoy displaying these markings
visibly and proudly. Each one is unique to the individual,
but many given for similar purposes are similar in
design. Some examples of the most common of these
are as follows:

The Brand: First Mark, indicates that the


member has killed for the Knights of the Blood
Blue Star (of Life): Recovering a
Ventrue-Antitribu from enemy hands
Broken Crown: Killing a Camarilla Prince,
Primogen, Archon, or other such official (the
specific regalia or writing on the crown
detailing the kill)
Broken Scepter or Sword: Killing a Ventrue
Coins: One coin to indicate a Trial by Combat
fought; displayed face-up (win) or face-down
(loss)
Devil Horns: Given to those who kill a demon or
infernalist
Key(s): Taking a Prisoner alive, multiple keys
denote one for each prisoner
Latin Cross: Given for being found guilty of a
crime, imprisonment, or betrayal (the specific
regalia or writing on the cross detailing the
ordeal)
Military Epaulettes (with insignia): To denote
the rank of Count or above
Reaper or Skull: To represent that the member
has dealt out a punishment of death to
someone who he has accused, tried, and
executed.
Scroll: Possessing Thaumaturgy or Necromancy
(or any kind of magic)
Specialty: For example, a Cat for stealth or
thievery, a lion for prowess in combat, an imp
for social feats such as turning members of the
enemy
Tombstone (with name and date): Usually
indicate Squires and/or Knight-Errants that
have been lost under the Knights command
Winged Sandals (of Hermes): Carry messages
successfully through enemy lines
A Brain: Discovering crucial information that
was used to score a major victory

It is an age-old tradition in the Knights of the Blood for a new Squire to shun learning any other powers (including
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other clan-disciplines) until they master the physical disciplines of Fortitude, Celerity, and Potence. This attitude has
served the Knights well, since they do not maintain a defensive attitude of waiting for a fight to come to them,
instead preferring to carry it to the enemies of the Clan and the Sabbat, wherever they may be. Due to the willingness
of the Knights of the Blood to invest in the martial prowess of its members, the group can usually assist its members
in finding Mentors for physical disciplines.
Access to: sabbat-knights-of-the-blood@googlegroups.com
Detriments of Membership (
Squire
)
: Once a Squire accepts membership in the Knights of the Blood, it is made clear,
in no uncertain terms, that membership is for life! While, technically, there are no formal rules against quitting, no
one is allowed to simply walk away from membership in the Knights of the Blood. To do so would most likely earn the
individual the ire of the entirety of the Knights of the Blood (in the form of the
Enemy
Flaw) and certainly be
considered desertion. The intensity of this ill will would vary depending on the rank of the Knight of the Blood at the
time of desertion.
A newly appointed Squire is given his or her first mark: The Brand (black sun with a scepter inside, or in front of it).
The Brand, like others that may be awarded later, is some kind of permanent mark on the skin of the
Ventrue-Antitribu placed there by one of the Knight-Surgeons employed by the group. Nothing can permanently
remove a mark created by a Knight-Surgeon, but it can be hidden or otherwise disguised when necessary.
Squires are not afforded leeway. Any task they undertake must be directly supervised by another member of the
Knights of the Blood of a ranking of at least Knight-Errant. It is considered normal (and in some opinions, healthy) for
a Squire to assist in this manner with several tasks of varying difficulty before they are considered for any type of
promotion.
Most Knights of the Blood support each other both publicly and privately and will sometimes lend their Squires to
other Knights or Knight-Errants to assist with tasks or engagements. Though Squires are at the bottom of the social
structure, a very strict chain-of-command based in tradition keeps Squires from being forced into this type of
service. A Squire is usually assigned this temporary role only when their commanding Knight allows it. Doing
otherwise to a peer or higher would be considered impugning the honor of another Knight of the Blood, and would
certainly lead to further action.
Prerequisites to Join (
Knight-Errant
): After a period of no less than one year spent training and learning from
various Knights and Knight-Errants, and after the Squire has been converted to a proper Path of Enlightenment, the
Squire is brought to a gathering of the Knights of the Blood to be tested.
At this gathering, the prospective Knight-Errant should be able to show at least 3 marks, and to tell the story of how
each was earned. This litany is taken very seriously by every member in attendance and those Squires who are seen
as overly boastful can expect to be in serious peril during the subsequent test.
Known as the Gauntlet, the test is an often brutal rite of passage where Knights from all throughout the region (and
perhaps further) are invited to test the would-be Knight-Errant in any way they see fit. The prospective Knight-Errant
must not waver, or show that his resolve is weak during the Gauntlet.
Failing the Gauntlet usually means that the prospective Knight-Errant has died painfully, or that they have submitted showing themselves to be too weak to succeed (likely leading to execution). Though certain members who have
become attached to the prospective Knight-Errant may feel the compulsion to hold back during the Gauntlet,
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members are encouraged to be as brutal as possible.


Knights are advised to ensure their Squires have at least the following capabilities before beginning their Gauntlet:

Fortitude x5
Potence x4
Celerity x4
Brawl x4 (with a Specialization)
Melee x4 (with a Specialization)
Survival x4 (with a Specialization)
Be on an appropriate Path of Enlightenment

Those who survive the Gauntlet have proven to everyone in attendance that they are not weak, and that they have
the resolve to survive against all odds. These Ventrue-Antitribu are afforded the rank of Knight-Errant of the Knights
of the Blood.
Benefits of Advancement (
Knight-Errant
): Knight-Errants are members of the Knights of the Blood who are trusted
to operate with significantly more autonomy than Squires. While still assigned to a Knight, these members often are
retained for one specific skill or talent and are assigned tasks or investigations that they are expected to handle
independently, reporting their results to their Knight when complete.
Knight-Errants are divided into two simple divisions, Questing Knights and Wandering Knights. Questing Knights are
simply those Knight-Errants who claim membership among the Clergy of the Sabbat while Wandering Knights do not.
Operationally, Questing Knights are charged with the spiritual health and indoctrination of Squires while Wandering
Knights focus exclusively on regional operations and the development of their Squires tactical abilities.
Both Questing and Wandering Knights are expected to be equally effective on the battlefield.
Knight-Errants are encouraged, by the Knights of the Blood, to join Sabbat offensives at their leisure and may direct
any Squire assigned to them to assist. Since Ventrue-Antitribu understand that it is their role in unlife to lead, many
look for opportunities to join engagements either at the start, before strong leadership is present, or where poor or
wavering leadership has caused less-than-desirable results. Even the presence of a Knight of the Blood can serve as an
inspiring rallying point for an offensive, sometimes being the difference to other Ventrue-Antitribu of an offensive
with real potential as opposed to just another hot-headed Cainite who happened to be charismatic enough to get a
couple of packs together.
Finally, at this level, the Knights of the Blood sometimes dispatch a Knight-Errant to conduct investigations into
Ventrue-Antitribu who serve in the roles of: Ductus, Pack Priest, Abbot, or any Ventrue-Antitribu who does not hold a
Sect-specific position in the Sabbat. If evidence of treachery or treason is discovered, the Knight-Errant is authorized
(by the Knights of the Blood) to behave as the Judge, Jury, and Executioner for that Ventrue-Antitribu.
Knights of the Blood usually punish the offending clan member in a manner fitting both the crime and the evidence,
though they rarely concern themselves with crimes outside of the clan (leaving that to sect-justice instead).
Knight-Errants are
highly
advised to consult with at least one other member, Knight-Errant or higher before executing
any sentence and to ensure the judgment and punishment are in-line with Sabbat doctrine.
Detriments of Advancement (
Knight-Errant
)
: It is quite common for Knight-Errants to be observed silently by one
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or more Knights during this period. It is also somewhat common for a Knight (or higher), to review the methods,
judgments, and/or evidence collected by a Knight-Errant; the Knight-Errant is expected to provide full details to the
requester, as best as possible.
Internally, the Knights of the Blood forgo the traditional system of Sabbat justice, instead resolving disputes between
members quickly and efficiently. Whenever a Knight-Errant becomes involved in a dispute with another Knight-Errant,
either party may request a trial by combat (a special Ritae similar to the Monomacy), the results of which determine
the victor of the debate. These disputes are rarely to-the-death, and are almost always overseen by a Knight, or by
a Master-Knight or Count.
Knight-Errants discovered by their superior to be abusing his or her position, or falsifying evidence will be dealt with
harshly, and swiftly, often suffering the same punishment as they have unfairly dispensed themselves. A Knight-Errant
who knowingly avoids his or her punishment can expect to be charged with dereliction of duty - a crime punishable by
death.
Prerequisites to Advance (
Knight
): After a period of no less than one year spent accomplishing tasks and earning
personal fame and glory on behalf of the Knights of the Blood, the Knight-Errant may be brought, by their Knight, to a
gathering of Knights to be tested at a special Gauntlet. Promotion of a Knight usually only occurs at a national-level
gathering.
At this gathering, the prospective Knight should be able to show at least 6 marks, and to tell the story of how each
was earned. Stories vary as widely as the types of marks, but normally an attendee can expect to hear stories of the
Knight-Errants investigations and judgments, and of how they have advanced and defended the interests of the
Ventrue-Antitribu.
This litany is taken very seriously by every member in attendance; many attendees decide how harsh they will (or will
not) be during the Gauntlet based on the prospective Knights ability to convey meaning to his or her
accomplishments. No one is impressed by an individual who has accomplished the bare minimum of a task in order to
have more markings than anyone else.
Knight-level Gauntlets are legendary for their brutality as members often come from all over the globe to test the
mettle of a would-be Knight, bringing with them their own personal pain implements - each attempting to outdo the
others. A Knight will often ensure that their prospective fellow-Knight has at least the following capabilities before
beginning their Gauntlet:

Fortitude x5
Potence x5
Celerity x5
Brawl x5 (with a Specialization)
Melee x5 (with a Specialization)
Survival x5 (with a Specialization)
Be on an appropriate Path of Enlightenment
Athletics x2
Presence x5
Any Form-changing power (such as Protean, Serpentis, Obtenebration, or Vicissitude) at 4

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Failing the Gauntlet, at this level, means that the prospective Knight has died - usually in a spectacularly painful and
memorable way. Knights will tell of your failure for years to come, warning those who would seek the Gauntlet to
avoid making the mistakes that you have made.
Benefits of Advancement (
Knight
): Knights are the core of the Knights of the Blood. They are independent
operators, with total autonomy to investigate, punish, detain, harass, or destroy as they see fit. Answerable only to
those superior to them (Master-Knights, Counts, or above), Knights not only have the right to select a Squire that they
will train, teach, and discipline; but they are expected to bring fresh blood into the group. Knights are expected to
keep their underlings strong and prepared to defend the Ventrue-Antitribu and the Sabbat at a moments notice,
against any threat.
Knights are expected to join Sabbat offensives whenever they can. Knights may call on Knight-Errants and any Squire
under them to assist. Regardless of the official leader of an offensive, the Knights of the Blood expect any Knight
who actively participates in a Sabbat offensive to be the leader of the campaign, if not in name, in spirit at least.
When necessary, Knights may start or continue investigations into any Ventrue-Antitribu that a Knight-Errant may
investigate, in addition to those clan members who serve in the role of Bishops or their Templars or Paladins. If
evidence of treachery or treason is discovered, the Knight is authorized (by the Knights of the Blood) to punish the
offending Ventrue-Antitribu in a manner fitting both the crime and the evidence. Knights are advised to ensure that
their sentences are in-line with Sabbat doctrine (if possible).
Knights are responsible for the conduct of those assigned under them and may investigate and punish their assigned
subordinates, at their whim. When calling for punishment of a Knight-Errant or Squire assigned to another Knight,
however, the traditional method observed is to bring the evidence of the offense or crime to the Knight responsible
for the member; that Knight is then expected to punish his or her Knight-Errant or Squire appropriately. This tradition
is only broken in the most dire of circumstances, and has certainly been the cause of more than one Trial by Combat
between Knights in recent history.
When multiple Knights gather, usually for a planned action, the right of leadership falls on the most senior Knight
gathered. For that operation, the Knight is known as Master-Knight. A Master-Knight is responsible for the outcome
of a planned action or engagement, as well as for every Knight under his field-command. This type of field-promotion
usually never lasts longer than a night or two, or the length of time that the engagement lasts. Engagements which
last longer than a night or two and involve multiple Knights will usually attract the attention of a Count (or higher).
Detriments of Advancement (
Knight
)
: Knights may sometimes be called on by their superiors to perform tasks based
on their individual skills. These tasks may, or may not, be sanctioned by the Clan, or technically legal by Sabbat
doctrine. This can often lead to situations where the Knight must be forced to relinquish standing, boons, or even his
or her unlife in order to cover for something done for the greater good of the Ventrue-Antitribu, or the Knights of the
Blood.
Knights adhere to the same internal system of might-makes-right as Knight-Errants; resolving disputes between
members in a simple Trial by Combat overseen by a Master-Knight or Count. Regardless of the outcome, a Trial by
Combat of two Knights is a serious matter, and the victory could mean anything from a forced Vaulderie for the losing
party, to the destruction of a Squire or Knight-Errant, or the loss of rank. Master-Knights or Counts rarely allow
combat to-the-death, preferring instead to keep the losing party alive in order to serve as a warning to those who
would challenge (or incite a challenge) unnecessarily.

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A Knight discovered to be abusing his or her position, or falsifying evidence will be dealt with harshly, and swiftly,
often suffering a harsher punishment than the ones suffered by those who have been unfairly punished. Standard
punishment for Knights discovered laying false accusation against another Ventrue-Antitribu is either maiming, or
being branded (temporarily or permanently) in a visible location, neither of which are allowed to be healed for the
sentenced amount of time. Lesser punishment involves demotion or the tribute of Retainers, Resources, or a prized
Squire or Knight-Errant; as well as imprisonment for a predetermined amount of time. A Knight who knowingly avoids
his or her punishment can expect to be charged with dereliction of duty - a crime which will ensure an immediate and
painful death.
Prerequisites to Advance (
Count
): After a period of no less than one year, Knights who have excelled in their
position may attempt to court the favor of a Duke in an attempt to become a Count - the highest position in the
Knights of the Blood that someone who was not a member of the original Anarch Revolt may ascend to.
Counts are nominated by a Duke, and are confirmed by the Chancellor of the Knights of the Blood. There are usually
no more than one or two Counts per continent, so a Count is a revered position and one which is usually filled by a
Knight who has reached almost legendary status in the organization.
The method of winning appointment to Count is considered, by most, to be purely political in nature. However, any
Knight hoping to ascend to Count must spend a monumental amount of time, effort, and resources attempting to
attract the attention of, win the favor of, and become indispensable to whichever Duke they hope will appoint them.
Dukes have been known to ask for favors, displays of loyalty, or for goals to be accomplished that most would
consider to be impossible before seriously considering the appointment of a prospective Count. For example, a Count
might ask for the torpid body of a Camarilla Ventrue Prince be brought to him, or for the Knight to turn one of the
members of the local Camarilla to the Sabbat, or even for the destruction of all of the Followers of Set or Giovanni in a
specified region.
Knights who have been appointed to the role of Count in the past have shown a propensity for both superior mental
acuity and extraordinary physical endurance. Some capabilities Counts would say have helped them during their
attempts to gain appointment would be:

All Cardinal-8 Disciplines at level 5 (or at the highest level allowed in the home-Chronicle)
Mastery of any Form-changing power (such as Protean, Serpentis, Obtenebration, or Vicissitude)
High levels of useful Backgrounds, such as: Allies, Resources, and Retainers
High levels of useful politically-oriented abilities, such as: Academics, Etiquette, and Politics
Several useful Lores at a moderate level, such as: Sect Lores, Clan Lores, or Lores in other creature types

Benefits of Advancement (
Count
): All the Knights in a regional area are assigned to one Count. The size of the
Regional area is dependent on strategic (or political) divisions. Usually, not more than one or two Counts operate on
any one continent at a time.
Counts are well-known for their efficiency at violent action, and for their keen strategic minds. A Count likely has a
wide network of individuals that he or she can mobilize to carry out tasks, and is even given the right to call for
resources, reassignments, and all-out campaigns - calling for the participation of all Knights under his or her purview.
Counts are the ultimate (visible) operational authority of the Knights of the Blood, and are only given orders by one of
the Dukes, or the Chancellor. Counts are most often called on to conduct and/or preside over Gauntlets of members
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hoping to earn the rank of Knight and are given the privilege of announcing the promotion of Squires, Knight-Errants,
and Knights within their region.
Finally, Counts are empowered with starting and continuing investigations into the upper echelons of the Knights of
the Blood, where care and delicacy must be taken to avoid causing an incident that could have implications for the
entirety of the Knights of the Blood. Counts may investigate any that a Knight or below may investigate, in addition
to: Archbishops and their Templars or Paladins. If evidence of treachery or treason is discovered, the Count may call
on the resources of his region to carry out any punishment he deems fitting of both the crime and the evidence.
Counts may always investigate, question, or punish any Knight assigned under them at their whim.
Detriments of Advancement (
Count
)
: Counts are charged with the strategic planning and operational efficiency of
the campaigns and Knights in their region. Counts are also charged with ensuring the Knights under them continue to
operate efficiently, and that their judgments and sentences are administered properly. Failures of Knights or
Knight-Errants during tasks assigned by Counts reflect directly on the Count who assigned the task.
A Count is expected to be the pinnacle of proprietary, never having their reputation tarnished by scandal or failure
due to poor leadership. If a situation ever developed because of something that a Count did or ordered which would
cause permanent damage to the Knights of the Blood, or if a Count were ever discovered to be abusing his or her
power, the only punishment applicable would likely be death, or something far worse. Due to this, Counts often lose
themselves in their own webs of paranoia and lies as they have Knights, Knight-Errants, or others cover for their sins.
Known Members & Important Locations:
The Round:
The highest levels of leadership sometimes convene when necessary to discuss recent events,
plan strategy, or to amend policy. These gatherings are called a Round. All Dukes and the Chancellor are
expected to attend a Round, and a great deal of pomp and circumstance made by the Duke whose territory
is chosen for the site of a Round. It is not uncommon for Counts, Knights, and anyone else in the region that
a Round is occurring to be required to ensure the security of the gathering, and all in attendance. Due to this
tradition, many members have taken to calling any gathering of Knights of the Blood where important
matters are to be discussed, a Round.
[NPC] Gaius Mamilius, Knight-Surgeon:
Gaius Mamilius is a strange and unique creature. As ancient as the
original Knights of the Blood itself, Gaius Mamilius is truly alien-like individual; discomforting to be in the
presence of, and even rumored to not be Ventrue himself. With a body twisted and disproportioned by
countless battles and Vicissitude experiments, the Knight Surgeon serves the Knights of the Blood by
travelling the world and applying the special markings which Knights use to identify their achievements.
Whether Gaius Mamilius was the original creator of the Ritae used in the actual marking is open to
speculation, and he does not talk about where, or from whom he learned this mysterious art.

[NPC] Duke:
A Duke is always addressed as Lord by those who serve him, and Duke by all others. There are

currently four Dukes, each assigned to a region of the world as follows: North America and the Caribbean;
South and Central America; Europe and Africa; and Asia, Australia, and The Middle East.

[NPC] Chancellor of the Knights of the Blood:


Similar to the position of Grandmaster in the Dark Ages, the

Chancellor of the Knights of the Blood is the


head of the order, and the final arbiter for all issues and
decisions. Elected from the Council of Lords/Dukes, the Chancellor is the leader of the Knights of the Blood,
both spiritually and tactically. The Chancellor is the one individual
ultimately responsible for the conduct and

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discipline, failures and accomplishments, and ongoing direction of the Knights of the Blood. The Chancellor
has the authority to promote, demote, or discipline any member of the group at any time, and for any
reason.
Media:
The Duellists (1977); 300 (2006); City of God (2002); The Wire (2005);
Sources:
Libellus Sanguinis I: Masters of the State (WW2708), pg.87;

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EXCLUSIVE SOCIETIES AND ORDERS

The following section details the societies and orders which may be known (with the appropriate level
of Ventrue Lore), but whose operating methods are a mystery to most outside of the Society or Order.

THE CRIMSON SCEPTRE


Honi soot qui mal y pense (Shamed be he who thinks evil of it) ~ Motto of
The Most Noble Order of the Garter

Overview/History:
The Crimson Sceptre is one of the youngest
organizations within Clan Ventrue. Membership is considered ambitious,
daring, dangerous and, depending on the Kindred's reputation and
location, scandalous. Rumored to have been created by order of Lady
Anne Bowesley and the Royal Directorate at the end of the Victorian Era
in response to the Tremere attacks on Mithras, the Crimson Sceptre
emulates the British Secret Intelligence Service and the royal spies of Sir
Francis Walsingham from centuries prior.
Publicly, the Crimson Sceptre gathers intelligence about the actions and
intentions of the enemies of the Camarilla. In reality, the Crimson Sceptre
gathers intelligence about the actions and intentions of the enemies of
Clan Ventrue, both in England and abroad, and members perform tasks
directly related to the results of that intelligence. To members of the
Crimson Sceptre, the idea that the Camarilla
is Clan Ventrue is taken very
seriously.

Though some Elders view the members as upstarts attempting to emulate


the much older Knights of the Blood, much of the groups legitimacy is
drawn from its rather loose similarities to the medieval Knights of the
Blood, and the two organizations have a history of one-upmanship and
rivalry.

Stereotypes
Assembly of Colors: With the right
encouragement, they can be utilized to
greatly assist us.
Hague: Try never to get them involved in
your affairs, but do not hesitate to utilize
them when operating on behalf of the
law.
Hawk Royale: A simple smile and some
kind words should be enough to keep the
Hawks away.
Knights of the Blood: They are so very,
very useful when you need a
bludgeoning tool.
The White Cross: Not as useful as the
Assembly of Colors or as effective as the
Knights of the Blood, but simpler to
encourage, nonetheless.

Address/Nickname
: Within the Crimson Sceptre, whether on-assignment or not, members maintain anonymity,
referring to each other only by their assigned positions or code-names, a usually a call-sign or number. If there is a
pattern or structure to the assignment of call-signs, no one has yet to figure out what it is.
Role Within the Clan: The Crimson Sceptre compiles extensive dossiers on the interests of London while abroad, and
serves to provide global reach as the invisible hand of Lady Anne Bowesley. Members often maintain watch on other
Ventrue or Camarilla members, conduct extended surveillance on locations and individuals, and are dispatched
against particularly troublesome members of the Sabbat, or other such direct threats. Occasionally, members will be
asked to guard a specific Ventrue Elder, or watch a Kindred for signs of treachery.
Members are expected to use all tools at their disposal; stealth, political machination, deception, and even violence
to achieve the goals of the organization for the greater good. Many ambitious Ventrue view activities performed in
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service to the Crimson Sceptre as the first step to becoming Archon.


Prerequisites to Join: Any member of the Crimson Sceptre (and many other agents of the Queen) may recommend a
Ventrue of English descent for membership. Candidates, sometimes unwittingly, have to endure a background check
of sorts to ensure that neither they, nor anyone in their Lineage has a scandalous history which could compromise the
potential member. This check is usually limited to the candidates direct Lineage (sire and childer), but can sometimes
go further in-depth.
Only those Ventrue with a verifiable Lineage proving the applicant is a Ventrue, and whose familial lines are found to
be in good standing in the Camarilla make it through to the next step where they are given a task, or series of tasks
and/or choices. These are sometimes administered by the individual who recommended them, or by the other, more
mysterious higher-ups of the organization.
Depending on the performance in the test(s), when a new member is
accepted into the Crimson Sceptre, they are assigned to one of two roles: Analyst or Specialist.
ANALYST
: Typical Analysts are expected to have mastered techniques involving gathering information, such as:

Dominate x5
Auspex x2

Obfuscate x2
Investigation x2
Stealth x2
Allies or Contacts x3
Demonstrated ability to gather information discretely

SPECIALIST
: Typical Specialists are expected to have mastered certain physical techniques, such as:

Fortitude x5
Potence x2
Celerity x2

Melee or Firearms x2
Survival x2
Allies or Contacts x3
Demonstrated ability to perform tasks discretely

Benefits of Membership
: The benefits of becoming a member of the Crimson Sceptre vary depending on the role to
which the individual is assigned. These benefits are as follows:
ANALYST
: An Analysts main role in the Crimson Sceptre is the gathering and categorization of intelligence.
Analysts usually have a variety of methods at their disposal for the gathering of intelligence to include
physical and supernatural stealth and surveillance, as well as a variety of interrogation methods, and
physical and mental torture techniques. It is rumored that Analysts are, on occasion, asked to infiltrate a
specific group, Clan, or Sect.
Analysts deliver all gathered information to their superior(s) via anonymous methods or (when instructed) to
appropriate Camarilla official such as a Prince or a Justicars Archon. While some Analysts use discrete
methods and tactics to gather information, each individual is unique, as are their methods, but all are highly
encouraged to employ Dominate where applicable to remove all traces of an incident.

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SPECIALIST:
Specialists serve as the bodyguards and sometimes assassins of the Crimson Sceptre, and are
sometimes likened to the Ventrue Knights of the Dark Ages. Specialists are known and respected for valor
and prowess, both on the battlefield and behind enemy lines. Since the simple presence of a powerful
Kindred is often enough to stop most assassinations, Specialists are commonly assigned as bodyguards. Since
some Kindred become concerned in the presence of bodyguards, Specialists sometimes have to develop a
relationship with the ward so that they may travel in the guise of an advisor or business partner.
Specialists are also called on to defeat the enemies England, of Clan Ventrue, and the Camarilla. Using
knowledge and intelligence gathered, sometimes by Analysts, the Specialist can maneuver to a position
where an attack has the most chance of success, be it by gaining a city position so as to use the greater
assets of the Camarilla, or simply by conducting a day-raid on a previously scouted Sabbat haven using the
significant influence and resources of Clan Ventrue.
Regardless of the specific role to which the individual is assigned, the resources available to the Crimson Sceptre are
vast and plentiful. Any Analyst or Specialist may request additional funding in the form of Influence or Resources
which may be granted at the leisure of Control, the handler to which the member is assigned. Members on
assignment can usually request trivial or minor expenditures, many times in the form of specific technological gear,
cash, safe havens, or weaponry with little to no inquiry as to its specific use. More unique or taxing requests often
require a more in-depth explanation as to the nature of the need.
Access to:
the-crimson-sceptre@googlegroups.com
Detriments of Membership
: Though some members of the Crimson Sceptre (with appropriate approvals) may choose
to reveal themselves, all members are held to a strict standard of secrecy regarding the operations of the Crimson
Sceptre. The internal divisions of the Crimson Sceptre, as well as the specific rank and structure held by each member
are not discussed outside of the Crimson Sceptre, even with Clan-mates.
When a member joins, they take two oaths, the Oath of Service, and the Oath of Silence. These oaths are
administered by the individual assigned as their handler, who is always in possession, during a short ceremony.
Through a combination of Elder level disciplines and the Ventrue Combination Discipline: Sound of a Breaking Oath,
the loyalty of the individual is not only affirmed, but it is ensured that should the individual ever betray the Crimson
Sceptre or break his silence, regardless of circumstance, the sequence which will lead to his destruction will have
begun.
Additionally, depending on the role to which the individual is assigned, there are certain role-specific expectations.
These are:
ANALYST: Analysts who are in danger of being captured or discovered during their information gathering
efforts are expected to egress before English interests become endangered or to prevent causing further
incident. Those who cannot are expressly forbidden from being captured, and are expected to do what is
required to avoid capture at all costs.
SPECIALIST: Specialists who are assigned to protect English interests abroad are expected to protect them at
all costs. Failure to protect their ward is a terrible blemish on the Ventrues Dignitas, and he is not likely to
receive such an honorable assignment for some time, if ever, again.
Prerequisites to Advance (Agent): Accomplished Analysts and Specialists who display aptitude in the abilities of their
opposite role (an Analyst who shows physical prowess, for example) may petition for advancement to the position of
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Agent. Agents are independent operators in the Crimson Sceptre who use information gathered by Analysts and
strategic actions performed by Specialists to conduct operations which are larger and more daring, in scope.
In order to be considered for advancement, the Ventrue must display all of the qualifications listed for members of
the opposite role (Analysts must meet the prerequisites for membership as a Specialist, for example). The individual
must also be careful not to neglect the duties or tasks assigned to them, and must have a record that is nothing short
of impeccable.

Dominate x5
Presence x4
Auspex x4 (or Obfuscate x2 and Auspex x2)
Fortitude x5
Potence x2
Celerity x2
One year as either an Analyst or Specialist, in good standing (Active, IC)

Benefits of Advancement (Agent): Agents may be assigned tasks of either the Analyst or Specialist, and Agents now
have the ability to request more resources, calling for the additional resources in the form of an additional Analyst
and/or Specialist to assist with the assignment. The requests and resources assigned are always at the leisure of
Control, to which the Agent is assigned. While assigned, these resources are considered under the command of the
Agent.
Agents also often have access to information provided by Specialists and Analysts, though the specific source of the
information may not be provided.
Detriments of Advancement (Agent)
: While leading a team, the Agent is responsible for the safety of the team
members, and more importantly, for the success of the mission. While the Crimson Sceptre places a good deal of faith
in the abilities of individual Agents and allows them a fair amount of freedom to choose the methods and techniques
that they use to complete tasks assigned to them, Agents who consistently fail at their tasks find themselves slowly
relieved of their duties and responsibilities as Control judges them unfit for service in the field.
Agents who are taken off of active service often find themselves performing menial duties in remote locations such as
guarding high-risk prisoners at some obscure facility in the middle of nowhere. More common, however, is for an
Agents movements restricted to one city, or regional area until the Agent earns back the respect of Control.
Rumored Members & Supposed Locations:

[NPC] Lady
Anne Bowesley; Prince of London, England:
Lady Anne Bowesley is an exceptionally skillful and

adept politician who rose to Prince in London after the disappearance of Mithras during the Second World
War. Aristocratic bred, she was born with natural leadership ability and a keen strategic mind. Rumor has it
that Lady Anne Bowesley is using the Crimson Sceptre organization to extend her power, and the power of
the British Empire, throughout the world. When asked about such matters, Lady Anne dismisses this rumor
as a paranoid delusion.

[NPC] Control; Codename: C:


The only interaction that many members have with the shadowy body of

leadership known only as Control is through their assigned, direct superior. Members look to Control for
mission assignments, informational briefings, requests both fiscal and mundane, and as a tool for mission
coordination when necessary. In every sense of the word, Control is essential for a members well-being and
development within the Crimson Sceptre.

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While on-assignment, members may not necessarily work for the same Control all the time, but that fact is
usually concealed behind the call-signs assigned to the Control of various members;..

[NPC or PC] Public Affairs Spokesperson:


In the present media-sensitive world, as it is in the Kindred-world,

many organizations are increasingly likely to employ professionals who have received formal training in
journalism, communications, public relations and public affairs in roles which ensure public announcements
are made in the most appropriate fashion and through the most appropriate channels. A good public affairs
professional has the unique ability to maximize the impact of favorable messages, while minimizing the
impact of unfavorable ones.
For the Crimson Sceptre, this position is currently held by the unflappable Hector Bowes-Lyons.

Media:
Spooks/MI-5 (BBC Series, 2002-2011); Munich (2005); Casino Royale (2006);
Sources:
A World of Darkness: The Promised Lands (WW2220), pgs.35-36; Children of the Night (WW2023),
pgs.58-60;

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THE HAWK ROYALE


Good manners will open doors that the best education cannot. ~ Clarence Thomas
Overview/History:
The Hawk Royale views themselves as Clan Ventrue's
social elite, those who know what is, and is not, right and proper.
Ventrue of the Hawk Royale embody the civilized demeanor and courtly
grace which Ventrue, the world over, v
alue as both a mark of distinction

and a social safety mechanism. The Hawks scorn those unfortunates who
mistake limited accomplishment and grandiosity for good breeding,
taste, and refinement.
Those who aspire to the ranks of the Hawk Royale face a long and often
treacherous climb up the social ladder. As the name suggests, the Lords
and Ladies watch their contemporaries like hawks, alert for the slightest
misdemeanor that may be held to the light
or filed away for later. Many
liken the Hawk Royale to a chess club, where every public move is
scrutinized and watched for what might come next, and compared
painstakingly to the eventual outcome.
In a society where social grace is king, an unexpected play may either
bring disgrace or accolade.

Stereotypes
Assembly of Colors: They are not unlike
us, but they view diplomacy as a lifestyle
while we know it to be just another tool.
Hague: It is important to forge a close
relationship with one of these. When we
come calling, we want to be answered as
quickly as possible.
Knights of the Blood: They disregard
tradition and protocol, and are not above
destroying a Ventrue if it suits them...
sound like anyone to you?
Order of the White Cross: Though noble in
intention, in actuality, they are anything
but!

To Ventrue outside of the Hawk Royale, the exact method of gaining membership is a mystery, with neither
achievement nor longevity seeming to guarantee acceptance. While most members seem to be of at least moderate
standing in the Camarilla (and in the form of Clan Prestige), occasionally, Neonates are invited to join as well as more
infamous Ventrue, who often walk a fine line in between what is considered normal, and deliciously scandalous. What
is certain, however, is that the overwhelming majority of members display unswerving style, wit, and dignity in public,
and in private.
Address/Presentation:
Members of the Hawk Royale present themselves with the title of Lord or Lady.
Occasionally, members have been known instead to add the title Lord of Kings to their regalia, such as: [Name],
Lord of Kings.
First
-
class members usually do the same, but adopt a self-styled moniker, one which relates to the avian or hunting
theme of the group; for example,

Lord [Name], [Chosen Appellation] of Kings.


Though Members usually only use their titles in Clan communications, no great degree of secrecy is expressly
required from members corresponding with the rest of the Camarilla; however, discretion is suggested.
Role Within the Clan: Members of the Hawk Royale are sometimes referred to as the Harpies of Clan Ventrue, and
are acknowledged as authorities on right behavior. Proper behavior does not solely refer to manners, but also
encompasses grace, social propriety, scandal, and respect for the establishment of order. Many members of the Hawk
Royale hold prestigious and high-ranking positions in Clan Ventrues internal hierarchy, and many hold the title of
Proctor.

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Hawk members are regarded as


the authority on matters of Dignitas, and commonly serve to clarify and resolve issues
regarding Dignitas before they erupt into a formal dispute. Though there are no written rules as such, many Elders
will commonly suggest contacting a member of the Hawk Royale before such disputes are brought officially to the
attention of a higher Directorate authority.
Prerequisites to Join: New members are nominated for entry by any current member of the Hawk Royale, who
presents the members name to the rest of the group, usually with a brief description of why the individual is being
nominated for entry
.
A short discussion and ratification of the membership is usually all that it takes to either deny or
accept the entrance of the individual, as more than one or two detractors is all it takes to cost a potential member
their opportunity.
New members are expected to show a particular grace in social interactions, and a member not having the requisite
abilities usually find that they are unable to compete.
Most new members to the Hawk Royale have the following
qualities:

Verifiable Lineage proving the applicant is a Ventrue


Member of the Camarilla
Etiquette x2
Politics x2
Lore: Camarilla x2
Lore: Clan: Ventrue x2

Over the years, some few individuals have dared or erred in aping or demanding membership in the Hawks, or have
attempted to use the Hawk's titles and addresses without membership. Such cases are both sweetly and sharply
shown the error of their ways or heartily assailed by a very public verbal roasting.
Access to: order-of-the-hawk-royale@googlegroups.com
Benefits of Membership
: While the Hawk Royale may be referred to as the Harpies of the Ventrue, membership in
the group confers no special benefit or power with which to remove Camarilla Status or Clan Prestige (Dignitas).
Though many Ventrue take recommendations from members of the Hawk Royale seriously, some who do not, and
refuse to correct their aberrant behavior usually find themselves in contention with the entirety of the Hawk Royale.
The Hawk Royale claims members in the highest positions of Clan Ventrue and the Camarilla. Members who believe
another Ventrue to be in the wrong, but for whom the offending party is of superior station (either in terms of
Directorate rank, or Camarilla position) can seek out a fellow Hawk to support their claim - someone who can match
the target in rank or title and who is willing to take burden of laying the accusation themselves, calling for a formal
Hearing..
Once a grievance has been aired between Hawks, a discussion on the issue will take place. During this discussion, the
Hawks will reach a general consensus on whether or not to pursue the issue, who will accept the responsibility of
lobbying for punishment, and what steps to take before the grievance reaches a formal Hearing.
Though some may have the expectation that the slightest shred of scandal would see Members of the Order forcibly
ejected from its ranks, this belief is incorrect. While Members commonly enjoy watching their fellows embroiled in
scandal (any Kindred worth a second glance is), for the Hawks, what is important is observing how the individual
reacts to the scandal, and whether or not they emerge with a relative degree of public favor or interest, however
begrudging. This is the part of the political and social culture at which the best Hawks excel.
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Detriments of Membership
: Hawk Royale Members need to choose their fights wisely, as constantly begging for
others to fight your fights for you can quickly become boorish and alienate a Member from the rest of the group.
Members are constantly reminded to focus on what is important, as participation in the Order of the Hawk Royale
compounds the issue of social scrutiny.
Gaining and maintaining Clan and Court positions, status, and Clan Prestige is extremely important to the Hawk
Royale, and those Members who seem to have stalled in their advancement for too long can expect to draw scrutiny,
usually in the form of inquiries by First-Class Members.
The Hawk Royale often try to cooperate with other Societies, and members can be found in many other Ventrue
Societies. The First-Class Members of the Hawk Royale watch Members as they progress, however, and Members
who achieve particularly high rankings in other Societies can quickly fall out of favor with the Hawks, as many other
Societies are viewed as hollow pursuits by some members, especially First-Class ones.
Finally, due to the constant disregard that they show for the traditional decorum and procedure of Clan Ventrue,
those who claim membership with the Knights of the Blood may find great difficulty at becoming or remaining a
Member.
Prerequisites to Advance (First-Class Membership): Little is known outside of the Order about ascension to First Class
Membership. Though only the members know what the entry requirements are, and they are not making them
public, the commonly noted traits for someone who ascends in the Hawk Royale are fairly specific.
Members hoping to advance to First-Class Membership in the Hawk Royale are expected be nearly flawless in their
social interactions. Truly held above all others, the First-Class Members are the undisputed masters of the global
social arena. First-Class Members are generally expected to have at least the following qualities:

Verifiable Lineage proving the applicant is a Ventrue


Member of the Camarilla in good standing
Etiquette x4
Politics x4
Lore: Camarilla x3
Lore: Clan: Ventrue x3 (with a specialization in Dignitas)

As with the selection process for new Members, becoming a First-Class Member involves more than ones abilities.
On rare occasion, admittance has been conferred upon those with lesser technical skill, but great social aplomb,
poise,
and grace while under fire. Those who are lacking can expect to be mentored and instructed by those existing
First-Class Members... though it is in turn expected that the great honor is met with equally focused study.
Benefits of Advancement (First-Class Member): First-Class Members of the Hawk Royale whom have served for a
significant length of time sometimes adapt their signature to Lord or Lady [Name], [Appellation] of Kings. The
appellation seems to vary, but usually carries an avian or hunting theme.
The word of a First-Class Members is usually taken as the end of any discussion between Members of the Hawk
Royale regarding whether or not something should be pursued. Though the First-Class Hawk Royale members can
usually deal with most issues themselves, they occasionally may politely ask a Member to see a particular punishment
or mediation through to completion.

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First-Class Members may decide to bring grievances to formal Hearings with just the approval of any other First-Class
Member as long as they have the Sect Status, Position(s), and Clan Prestige necessary to lay the accusation.
Detriments of Membership (First-Class Member): First Class Members are expected to police the general Members
of the Hawk Royale, bringing any issues to light and resolving them before they turn into larger challenges.
Beyond this, being accorded the honor of becoming a First-Class Member of the Hawk Royale is a major sign of
respect from the other First-Class Members. First-Class Members expect that each and every First-Class Member will
do great service to the name and reputation of the Hawk Royale, but this steadfast dedication can sometimes cost an
individual chances to advance in many other Societies and Orders due to the fact that those persecuted by members
of the Hawk Royale sometimes have seniority in said Society or Order, over the Hawk.
Known Members & Important Locations:

[NPC]
Lady Theresa Wickham, Nisus of Kings; Berlin, Germany:
The presence of Lady Theresa Wickham in

the Order of the Hawk Royale is surprising to some with longer memories. Once one of the most esteemed
Harpies in the world, this Hawk served Queen Annes London court. However, a verbal attack on the Princes
of the Americas landed her in political hot water as the public was outraged at her claim, and she was
dismissed. Her voice gone from the public communications of the Camarilla, she was all but forgotten as
their attention quickly turned elsewhere.
In late 2007, she resurfaced in Ventrue communications in her position as Primogen in Berlin. The Hawks
require no leaders, but Lady Theresa fills an almost secretary position as she encourages discussions, calls
members to vote, and is sought for guidance. It would seem that those that matter did not entirely disagree
with her assessment, they appreciated her recovery, or something else has led her to continue to remain in
membership and foster the growth of the Hawks worldwide.

[NPC]
Lady Datura, Bubo of Kings; Strategos of the Midwestern United States
:
Datura has served as a

Strategos for many years. She is a calculating and cunning business-woman who has survived and prospered
through hard times, with only her wit and intelligence to help her succeed. Datura has, time and again
proven that she can out-shine many of her male counterparts, as is evident from her meteoric rise through
the ranks of the clan. Datura is hailed as the founder of the "Aquitaine," using her profound influence and
position to create something which represents the achievements of a woman within the male-dominated
Ventrue-culture. Additionally, Datura is one of the highest ranking members of the Sisterhood of Amastris.
Over the years, and especially in recent nights, Datura has managed to stay out of the Camarillas public eye,
concentrating instead on her responsibilities to Clan Ventrue. A respected member of the Hawk Royale,
Datura seldom speaks unless to break a tie, or solve a dispute that cannot be solved in some other manner.

[NPC] Lady Justania, Asio Otus of Kings:


Embracing only ever from noble stock, Lady Justania embodies

everything it means to be a noble. Though some may dismiss Lady Justania as an arrogant noblewoman, she
has been known to be quite generous to those that she favors and considers of the same rare social class as
she. Lady Justania is also no stranger to pain and suffering, and has several hundred years of wealth and
favors built up to ensure that she never again will endure the rigors she once was forced to during the Dark
Ages. Many believe that Lady Justania genuinely enjoys lecturing young Kindred about proper etiquette and
protocol.

Media: Roberts Rules of Order Newly Revised (De Capo Press, 2011); The Tudors (Showtime Series, 2007); Etiquette
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for Dummies (Hungry Minds Inc, 1999);


Sources: CB:Ventrue (Revised) [WW2358], pgs.52-53, 57; Tzimisce Chronicles II: Son of the Dragon, pg.98; Chicago by
Night 1st Ed [WW2201], pgs.118-119;

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THE SISTERHOOD OF AMASTRIS


In politics if you want anything said, ask a man. If you want anything done, ask a woman. ~ Margaret Thatcher
Overview / History:
There have always been women who have risen to
prominence within Clan Ventrue, proving themselves to be the equals of
their male clan-mates in almost every arena. The Sisterhood of Amastris
inducts the women of Clan Ventrue who have proven successful in the field
of leadership, and have earned exceptional personal accomplishment.
Founded in the name of Amastris, wife of Dionysus of Heracluria, who
established her own city-state by conquering and uniting four settlements,
invitations to join the Sisterhood are a rare form of prestige for a female
Ventrue. Only those who have striven to achieve a great deal personal
prestige, whether through the leadership of Sect position(s), achieving a
position in the Ventrue Directorate, or some other undeniable
accomplishment which garners prestige, fame, or accolade.
Address/Nickname:
A
member of the Sisterhood of Amastris identifies
herself simply by adding the title Sister or Matron to her name, depending
on her seniority within the group. For example:

Sister [Name]
Sister [Name] of the [Sister-House Name]
Matron [Name]

Stereotypes
Assembly of Colors: Being a diplomat
sometimes means you have to work
harder and longer than most others,
something we have experience with.
Hague: Truly the old boys club, this
institution could use a few good
women...
Hawk Royale: When the weapons are
poise and grace, we are natural
predators
Knights of the Blood: Let them not
cross us, for together, we are stronger
than any army
Order of the White Cross: They preach
the camaraderie which we have been
practicing for centuries.

Role Within the Clan: The Sisterhood of Amastris exists to support female Ventrue and to assist them in achieving
their goals. Members often develop bonds and relationships which resemble the commitment and loyalty often
reserved for Lineage-members, Coteries, or even Houses. In a Clan so thoroughly dominated by men throughout its
history, this group sometimes serves as a necessary tool for a female Ventrue looking to reach greater heights.
Prerequisites to Join: When a female Ventrue (with a verifiable Lineage) rises through the ranks of the Camarilla, the
Directorate, or achieves some accomplishment which brings her great fame or prestige, the closest member of the
Sisterhood is expected to bring the success of this potential member to the group. Though any member may sponsor
a female Ventrue, only those who have shown great success and tact are considered.
Once approached by a sponsor, the potential member must pass the Rites of Initiation. The rites are administered in
the form of three tests. The purpose of each test is to illustrate to the rest of the group which area the pledge excels
in. The tests may vary depending on the candidate and the patron, but the general spirit of each remains the same
and each test requires that the pledge to display a certain amount of inner strength and personal determination. The
tests are as follows:

1. The first test illustrates the candidate's loyalty to her Sisters of Clan Ventrue
2. The next test focuses on the candidates strengths in her Sect
3. The final test is one of focused on the candidate herself, often in the form of a social puzzle, or even a
hypothetical situation, which she must solve.
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If for any reason the candidate is found lacking in any area, both she and her patron may be subjected to a certain
amount of ridicule or humiliation. The degree to which this is taken depends upon the station of the individual, and
the magnitude failure.
Benefits of Membership (Sister)
: When a potential member passes the Rites, she is presented with a traditional
Chinese fan, made of silk and bamboo. The sponsoring Sister chooses the fan based on the personality and
achievements of the candidate. The mythological and symbolic significance behind the creatures and scenes on the
fans is very important and it is up to the Sister to choose wisely.
Once a new member has been accepted into the Sisterhood, they are welcomed by all as a Sister. Sisters may
sponsor other successful female Ventrue for membership in the group.
Finally, Sisters can usually rely on assistance from other Sisters with little to nothing asked in return. Sisters who are
especially helpful or effective may develop positive relationships with the Matrons of the various Sister-Houses;
relationships that are justified by the ability to purchase the following Background:
Mentor (up to level 3, at the discretion of the PCs Storytellers, and the Ventrue Coordinator)
Access to: Sorority-of-Amastris@googlegroups.com
Detriments of Membership (Sister)
: Many male members of the clan do not take the Sisterhood seriously, dismissing
it as a progressive fad inspired by the women's liberation movements of the last two centuries, and unlikely to last.
Though not forbidden or illegal in any way, male Ventrue in positions of authority over a Sister may come to view the
loans and support that Sisters gain from each other with fear and suspicion, drawing scrutiny to members who flaunt
or over-utilize their new-found support.
Prerequisites to Advance (Sister of the [Fury, Horae, or Siren]): After one year as a Sister, one or more of the three
Sister-Houses which exist in the Sisterhood may choose to invite the member to join their ranks. Though there is no
formal process by which Sisters are accepted, each Sister-House chooses candidates in a different manner. While the
Matron Mother of the Horae may hold a vote of all Horae, the Matron Mother of the Siren may require proof of a
potential Sirens abilities or claims.
The Sister-Houses are as follows:

The Fury (Erinyes): In Greek mythology, the Erinyes were also known as the Furies, with this in mind, any
Sister chosen to join the Erinnyes must show a particularly fierce attitude or dedication. The Fury uphold and
enforce the social order, to include Status and Clan Prestige. Membership usually requires the Sister hold a
certain reputation of strength, though not necessarily through the application of brute force.

The Horae:
Originally, the Horae were known as Order, Justice, and Peace; so it comes as no surprise that the

Horae are the socially responsible wing of the Sisterhood. These Sisters are particularly noted for their
political achievements within the Camarilla. Horae often display their political leanings by wearing a silk
ribbon in corresponding colors: Order (blue), Justice (red), or Peace (white).

The Siren (Helenites): This group encourages the use of seduction to win political favor. Competition is fierce
among these women, but Helenites are rather informal about their dealings. Particular acclaim is given to a
sister who successfully destroys a male Kindred's political career through such tactics. Though the Siren still
maintain a place as a Sister-House, there have been very few Siren admitted in the last decade, which has
left some Sisters to wonder if this Sister-House is slowly becoming obsolete, or if something more secretive
or sinister is occurring.
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Benefits of Advancement (Sister of the [Fury, Horae, or Siren]): When a Sister is inducted into a Sister-House that fits
their individual specialty, they become known as a Matron. Matrons are expected to be extremely cooperative with
other Matrons of their own Sister-House, and many Sisters respect the tradition of complying with the advice of a
Matron when it involves her specialty... though there are no written rules regarding such compliance.
Any Matron may sponsor a Sister for entrance into her own Sister-House. Once sponsored, the candidate is reviewed
by the Matron Mother in accordance with the tradition of that Sister-House.
Finally, a Sister at this level will likely have come to rely on her Mentor over time, gaining confidence and strength
from the strong guiding leadership that she has provided. In order to better represent this maturing relationship, the
Sister may now increase their Traits in the Mentor Background to the maximum amount allowed by the characters
Generation (usually 5, at the discretion of the PCs Storytellers, and the Ventrue Coordinator).
Detriments of Advancement (Sister of the [Fury, Horae, or Siren]): A Sister may only join one Sister-House, and once
an offer is extended, if a Sister turns it down for any reason, they risk drawing the ire of every Matron in the opposing
Sister-House(s). It is not common for Sisters to receive an invite from more than one Sister-House because it is
assumed that Matrons of all Sister-Houses discuss potential members before an offer is made. However, very
successful Sisters are sometimes the source of fierce competition between Sister-Houses.
Known Members & Important Locations:

[NPC] Natacha Dimitriva Radocara, Sister of the Fury; Primogen of St. Petersburg, Russia:
A short, slender

woman with raven-hair and ice-blue eyes, Natacha Radocara is the power-behind-the-throne in St.
Petersburg, Russia. The kind of individual who could easily dominate a situation, Radocara has a natural gift
for administration. Through carefully planned and controlled action, Natacha Radocara has forged a
reputation as a master politician, and one who never loses her composure.
No stranger to different parts of the world, Natacha Radocara has lived in both Europe and the United
States, when she served for several years as Archon. During this time, Radocara spent many nights learning
directly from the Matron Mother of the Fury, Datura, who considers Natacha her proteg.

[NPC] Madame Hoteph, Matron of the Horae (Blue):


Known only as Hoteph before she served as Justicar,

Madame Hoteph is a Ventrue who espouses the virtues of the Camarilla every chance she gets. Madame
Hoteph teaches that, through cooperative accomplishment, and mutual resource-sharing, any feat both
great and small can be accomplished.

[NPC] Genevive deMontaigne, Matron of the Horae (Red):


Most recently active as a Lictor to Datura,
Genevive has spent most of her Kindred years in Europe. Her longest time was spent in Brussels, Belgium,
where she is rumoured to have had a hand in the creation of the European Union, and the settling of its
headquarters in Brussels.

Media: Elizabeth (Film, 1998); Dangerous Liaisons (Film, 1988); The Girl with the Dragon Tattoo by Stieg Larsson
(Novel, 2005); Samantha from Sex in the City (TV Series, 1998-2004); The Queen (Film, 2006); The Color Purple by
Alice Walker (Novel, 1982);
Sources:
The Red Sign (WW2431), pgs.96-97; A World of Darkness (WW2220), pg.9;

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PLAYER-CREATED SOCIETIES AND ORDERS

The following section details the societies and orders which were created in gameplay, by
player-characters.

THE PROCURATORI
Overview / History:
Created in the desperate nights of the Year of Fire, the Procuratori is a collection of Ventrue who
hold the Recognition of Paragon. After the Year of Fire, the Procuratori remained together in order to continue their
work protecting the Masquerade, manipulating situations in order to favor Ventrue positions, and any other special
projects determined to strengthen Ventrue portfolios.
Address/Nickname:
[Position] of the Procuratori, where the individual positions are as follows:

Member
Trustee (and/or Vice-Chair)
Chairman

Role Within the Clan: Members of the Procuratori are called on mainly in emergency situations, such as when a large
coordinated response is required in order to cover a breach of the Masquerade. Members have specialized talents for
coordinating and concentrating a large number of assets to ensure that even the most problematic issues are dealt
with quickly and quietly.
The Procuratori further add to the reputation of Clan Ventrue by reinforcing the idea of the power the Ventrue hold
due to their unity and willingness to cooperate in order to accomplish greater goals.
Prerequisites to Join (Member): To join the Procuratori, the applying Ventrue must already hold Recognition as a
Paragon (whether it be over an Influence, or another Background). Each application is then reviewed for verification
of the Ventrues assets which make them eligible by a minimum of three Trustees who must endorse the new
Member for admittance. Only then is the members application forwarded to the Chairman for confirmation.
The Chairman will usually confirm a new Member after verifying the following:
Member of the Directorate in good standing
Possess the Paragon Merit, and have that Influence or Background at the Paragon level
Endorsement of a minimum of three Trustees
It is suggested that would-be Members have been Recognized with the
Procurator
, but not required
Benefits of Membership (Member)
: Members work with Trustees in order to aid in the directing and collection of
mass amounts of Influence and resources. Members advise Trustees and sometimes are called on to help plan and
execute the coordinated efforts of the group in their region.
In times of emergency, such as a breach of the Masquerade, Members may request emergency aid from the
Procuratori. Emergency aid is usually considered a project which will require a small to moderate amount of influence
for a relatively short amount of time. For emergency requests, individual Members or Trustees will usually grant their
private holdings to the requestor immediately.
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In order for a Member to access Procuratori resources on a larger scale, the Member must bring a formal request to
the group and earn the support of at least three Trustees. Once this request is supported, only the Chairman may
override this decision.
Access to: procuratori@googlegroups.com
@googlegroups.com
Detriments of Membership (Member)
: The Chairman, or Vice-Chair, will designate the Member or Trustee to handle
the logistics of each operation that the Procuratori is engaged in (whether that Member or Trustee enjoys the task he
or she is assigned is another matter). This choice is usually made based on regional proximity to where the resources
will be utilized. The designated Member or Trustee will be expected to be the point-of-contact with regard to the
collection of information, and will be expected to provide reports and analysis to the Procuratori.
Many Elder members of the Ventrue Directorate see the Procuratori as an upstart organization - a Directorate within
a Directorate. Due to this, Members may find their motives scrutinized when requesting aid from local and regional
Directorate members. The secret projects that the Procuratori engage in are undeniably unnerving to some of the
groups more paranoid cousins.
Prerequisites for Advancement (Trustee): Trustees are chosen from the ranks of Members who possess the Merit:
Paragon in a vacant seat. In order to be considered for a vote, a potential Trustee must be endorsed for the vacant
seat by three Trustees. Once the necessary endorsements are given, the potential Trustee is then confirmed by the
Chairman for vote. After all potential Trustees have received the necessary endorsements, a majority vote of the
current Trustees is held.
The Chairman will usually confirm the vote for a new Trustee after verifying the following:
Member of the Directorate in good standing
Possess the Paragon Merit in either Fame or an Influence, and have that Influence or Background at the
Paragon level
Endorsement of a minimum of three Trustees
It is suggested that would-be Trustees have been Recognized with the
Puppets Hand
, but not required
Benefits of Advancement (Trustee)
: The Trustees sit as heads of their appointed area of Influence and act as voting
entities when projects and new Trustees are proposed. Trustees may propose long-term projects of all types without
the need for confirmation or support of other Trustees. Only the Chairman may block these proposals.
A note to Storytellers: As noted in the
OWbN Ventrue: Genre Guide - Non-Binding (p.34)
, if the Storyteller
would like to emphasise Clan Ventrues dominance of Mortal influence, one suggestion would be to allow
Ventrue characters performing the Combine action with other Ventrue characters to loan Influence at a full
1:1 ratio, rather than the listed 2:1 ratio. We highly suggest that members of the Procuratori be allowed to
take advantage of this suggestion in order to emphasize the groups ability to assert their influence on a
massive scale.
Detriments of Advancement (Trustee)
: There are only 16 members of the Board of Trustees at a time, one for each
Influence area and one for Fame.
Though any Ventrue may seek punishment of another through the Clans normal protocols, the Procuratori prefers to
handle internal problems quietly. Due to this, any Trustee may bring forward a motion for the punishment of a
Member or another Trustee. These motions are handled in a manner similar to normal Ventrue Courts and Hearings
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with the stipulation that the Chairman serves as the Judge (deciding sentencing) while allowing a vote of the Trustees
to determine the guilt or innocence of the accused.
Votes such as these are usually the result of some failure on the part of the accused with the harshest penalties
dispatched being the Members ejection from the group, or the demotion of a Trustee to a regular Member. More
heinous offenses would likely be handled outside of the Procuratori.
Prerequisites to Advance (Vice-Chair): Serving at the pleasure of the Chairman, the Vice-Chair handles the nightly
operations of the Procuratori including organizing and attending meetings, ensuring the rules of the group are
observed, and organizing proposals and new members for the review of the Chairman.
The Chairman may appoint a Vice-Chair, and will usually verifying the following before doing so:
Member of the Directorate in good standing
Be a seated Trustee
It is suggested that would-be Vice-Chair have the Recognition:
Iron Circlet
, but it is not required
Benefits of Advancement (Vice-Chair): The Vice-Chair serves in a very powerful position, having more direct and
frequent contact with the Chairman than most. Many believe that the Vice-Chairs word goes a long way towards
tipping the balance of decisions made by the Chairman, whether it be about group projects or the confirmation of
new Members.
The Vice-Chair remains vigilant of the nightly operations of the group, ensuring the individual Trustees remain active,
carrying out the duties of their chairs. He or she heads all meetings that the Chairman does not attend, and ensures
that the Procuratori, as a group, does not lose sight of its goals.
Appointed directly by the Chairman, the Vice-Chair may execute most of the rights of the Chairman when directed to
do so, including:
May call for
a meeting of the group when necessary
Brings the nomination of a new Member to the Chairman for confirmation
Brings the pre-vote nomination of a new Trustee to the Chairman for confirmation
May veto Emergency Requests or Project Proposals that are deemed out-of-scope or not in
accordance with the goals of the group
May serve as Judge at Courts and Hearings over Members and Trustees in Internal issues such as
failure, abandonment, or other such disciplinary issues
Detriments of Advancement (Vice-Chair)
: Holding the position of Vice-Chair comes with an equal amount of
responsibility as well as liability. The Vice-Chair is usually the first to receive blame when projects stall or suffer
delays, or when the group is seen as moving too slowly.
The Vice-Chair must also strive to remain an active Trustee of the Procuratori, in addition to an exemplary member of
both the Camarilla and the Directorate. Any damaging scandal inside of the Procuratori or Clan Ventrue would likely
be enough for a Hearing to remove the Vice-Chair from his or her position as the Vice-Chair may be removed from his
or her position at any time by the Chairman, with or without reason or cause. Finally, ejection from the Directorate or
Camarilla would cause the Vice-Chair to be removed from his or her position, and likely the Procuratori.
Known Members & Important Locations:

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[NPC] Richard Westhill, Chairman


: The Chairman sits at the top of the Procuratori hierarchy advising the
Trustees and Members when necessary and serving as a tiebreaker in any vote which requires it. The
Chairman may make project proposals as he sees fit, and has extensive veto power over projects and
promotions. The Chairman is appointed through a vote of the Trustees and serves until retirement, death, or
removed from the group by the judgement of a Ventrue Court or Hearing.
Sources: Created via Council Prop on 2011-08-13 titled: PLOT - YEAR OF FIRE - Ventrue Addendum and Ventrue
Dignitas Packet Addendum [autopass]

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CONTRIBUTIONS

This document was written by Brian Orlando (


brianfromwa@yahoo.com
) for use in One World by Night.
On behalf of Team-Ventrue, I would like to give special thanks to the following people for their contributions to this
document:
Guajar Gazzalle
Trey Naivar
Many thanks go to the OWbN Ventrue 2011-2013 Coordinator Team who helped me put this document together, and
to all of the players of Ventrue - past, present, and future - for helping shape the world in which we all take so much
enjoyment from.
Brian Orlando
Ventrue Coordinator, 2011-2013

A NOTE FROM THE AUTHOR


The intent of this publication is not to only enhance the gaming experience of playing in One World by Night, but for
any fan of the Old World of Darkness. Team-Ventrue has worked hard to bring you this document, in the hopes that
you will use it to help each other create a richer and more fulfilling game experience while playing a Ventrue
character, or story-telling for Ventrue. The characters and groups presented within were crafted so as to take care to
preserve the role-play of years past, while at the same time making sure that as many resources as possible were
available for future years.
Most importantly though, please remember to have fun!

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